Jester David
Hero
They may never have played a Tabletop RPG before, but even odds most "new players" will have played some kind of RPG before. Years of videogames have made elements of D&D almost ubiquitous. Terms like "ability scores" and "hit points" will already be known, as will the concept of derived stats.Even with pregenerated characters, I'd say the amount of concepts to explain to someone who's never played an RPG before is pretty daunting. Just on the standard character sheet, there's things like skills, saving throws, ability scores and ability modifiers, temporary hit points, hit dice, passive perception, death saves, tool proficiencies, ... Sure, you can just tell 'don't worry about that' but I'd rather have something more streamlined.
This is the paradox of modern "new players". They may never have played D&D before, but they might have watched a video or two, and have experience with something like World of Warcraft.
As for ability modifiers vs scores, the 5e character sheets can help. You can have the modifier in the big box and include the actual ability score in the small box. If asked, you can explain (that's your ability score which doesn't have any mechanical impact, but exists for flavour. It's a nod to earlier versions of the game).
Which is fair and a neat little project.Also, I was just curious as to how small a ruleset I could create that is still playable and still 'feels' like 5e.Also, I was just curious as to how small a ruleset I could create that is still playable and still 'feels' like 5e.
This makes this game a little like Basic D&D from the early 1980s (opposed to Advanced D&D). The funny thing is, historically, new players rejected starting with Basic and jumped right to advanced. Because they wanted to play the real game. Young players especially, who didn't want to play the simplified version dismissing that as the "kiddie version". (Unsurprising for teenagers really, who always want to take the more "adult" option.) BECMI was more popular with experienced players who wanted a more simple ruleset (basically OSR/ rules lite players).
Haven't had much trouble getting people to try. But different experiences and such. Most new players I've introduced have already been sold on the game by other people or curious about the game.That's a valid concern. I tried to keep as many things as possible compatible with the full rules, for example you can tell the fighter: instead of the +2 bonus to all strength and constitution checks, you actually have something called your proficiency bonus that you add to anything you're proficient in. But of course many small bits are incompatible. My philosophy is that it's the trickiest part to get new players to try the game in the first place, once they've started playing it's easier to introduce them to the full rules over time.
I tend to focus my efforts on the adventure less than the rules. Designing the adventure in such a way as to introduce various aspects of the rules in a controlled fashion. "This is an ability check/ this is an attack roll/ this is a saving throw." And then introducing bits of roleplaying and exploration before a combat.
Because new players are only new players for a finite length of time. Two or three sessions. At most. Having to change the rules after a single session is funky.