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Should D&D be easier to learn? If so, how would you do it?
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<blockquote data-quote="Voranzovin" data-source="post: 8767573" data-attributes="member: 7020495"><p>There are some simple things I think they could do that wouldn't really remove any existing complexity from the game, but would make it more approachable for first-time players.</p><p></p><ul> <li data-xf-list-type="ul">Get rid of ability scores. They are an endless source of confusion for new players, and don't actually do much of anything beyond taking up valuable room on the character sheet. Give players a starting array of ability modifiers, and make ASIs a single ability modifier point. We will never, ever miss them.</li> <li data-xf-list-type="ul">Either sort spells into 1-20 levels that correspond to the level you can take the spell at, or call whatever buckets they get sorted into something other then levels. I can't count the number of times I've had to explain that your second level character can't cast second level spells, because those are two entirely separate concepts that are named the same thing because reasons.</li> <li data-xf-list-type="ul">The standard character sheet is, to quote Diana Rigg in The Great Muppet Caper, loose where it should be tight and tight where it should be loose. It focuses an granularity where you don't need it and provides none where you do. For instance, there's no actual need to pre-calculate skills and weapon attack bonuses now that the core mechanic is so simple. Being overwhelmed by all the <em>stuff</em> on your character sheet is a much bigger problem for beginners, in my experience, then remembering to add an ability modifier and proficiency (if you have it) to a d20 roll. But the sheet doesn't provide you any real guidance on what your character can do when it's your turn, which is what beginning players actually do need. I'd propose remedying this by making standard character sheets for each class that highlight exactly what you need to see to play that class. Have race be a separate page which likewise makes your racial abilities front and center.</li> </ul></blockquote><p></p>
[QUOTE="Voranzovin, post: 8767573, member: 7020495"] There are some simple things I think they could do that wouldn't really remove any existing complexity from the game, but would make it more approachable for first-time players. [LIST] [*]Get rid of ability scores. They are an endless source of confusion for new players, and don't actually do much of anything beyond taking up valuable room on the character sheet. Give players a starting array of ability modifiers, and make ASIs a single ability modifier point. We will never, ever miss them. [*]Either sort spells into 1-20 levels that correspond to the level you can take the spell at, or call whatever buckets they get sorted into something other then levels. I can't count the number of times I've had to explain that your second level character can't cast second level spells, because those are two entirely separate concepts that are named the same thing because reasons. [*]The standard character sheet is, to quote Diana Rigg in The Great Muppet Caper, loose where it should be tight and tight where it should be loose. It focuses an granularity where you don't need it and provides none where you do. For instance, there's no actual need to pre-calculate skills and weapon attack bonuses now that the core mechanic is so simple. Being overwhelmed by all the [I]stuff[/I] on your character sheet is a much bigger problem for beginners, in my experience, then remembering to add an ability modifier and proficiency (if you have it) to a d20 roll. But the sheet doesn't provide you any real guidance on what your character can do when it's your turn, which is what beginning players actually do need. I'd propose remedying this by making standard character sheets for each class that highlight exactly what you need to see to play that class. Have race be a separate page which likewise makes your racial abilities front and center. [/LIST] [/QUOTE]
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Should D&D be easier to learn? If so, how would you do it?
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