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Teaching my Boyfriend D&D - Path To Hell or Just Really Stupid?
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<blockquote data-quote="FireLance" data-source="post: 455986" data-attributes="member: 3424"><p>A couple of years ago, I taught my girlfriend (now my wife) how to play D&D. I basically walked her through a one-on-one game from character creation to the actual adventure. Here are some pointers you might want to use if you decide to do this:</p><p></p><p>The cardinal rule is to keep it simple. The wide variety of choices in D&D can be bewildering for someone who's just starting out.</p><p></p><p>For example, in character creation, the only race available was human, and I limited the classes available to a handful that were simple in concept and had good solo survivability - barbarian, cleric, fighter, paladin, ranger, sorcerer.</p><p></p><p>When selecting ability scores, I explained the game effects of each and simulated a 28-point buy system by asking her to allocate 8 "bonus points" to the six scores, but not more than two points could be allocated to one score (0 bonus points = 10, 1 = 12, 2 = 14).</p><p></p><p>Similarly, the choice of skills and feats were limited to those with simple and direct effects on the game. For example, I included Spot and Listen, but not Alchemy and Forgery. Alertness and Toughness were included, but not metamagic or item creation feats, or feats that a 1st-level character could not take, like Spring Attack and Improved Critical. To simplify matters further, I assumed maximum ranks would be assigned to each skill.</p><p></p><p>Equipment was simply assigned based on class. Spell selection for clerics and sorcerers were made from a limited list of useful spells.</p><p></p><p>When planning the adventure, I made sure to use a variety of encounters: combat, role-playing, puzzles, etc. Combat encounters were against foes that were weak (e.g. a dire rat) or with obvious weaknesses to exploit (e.g. a slow-moving zombie).</p><p></p><p>During the advanture, it would be good to spell out viable action choices. Essentially, your first game should be closer in spirit to a "pick-your-path" adventure rather than free-form gaming (e.g. "Do you attack the zombie with your sword, fire an arrow at it, or run away?", rather than "You see a zombie. What do you do?").</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="FireLance, post: 455986, member: 3424"] A couple of years ago, I taught my girlfriend (now my wife) how to play D&D. I basically walked her through a one-on-one game from character creation to the actual adventure. Here are some pointers you might want to use if you decide to do this: The cardinal rule is to keep it simple. The wide variety of choices in D&D can be bewildering for someone who's just starting out. For example, in character creation, the only race available was human, and I limited the classes available to a handful that were simple in concept and had good solo survivability - barbarian, cleric, fighter, paladin, ranger, sorcerer. When selecting ability scores, I explained the game effects of each and simulated a 28-point buy system by asking her to allocate 8 "bonus points" to the six scores, but not more than two points could be allocated to one score (0 bonus points = 10, 1 = 12, 2 = 14). Similarly, the choice of skills and feats were limited to those with simple and direct effects on the game. For example, I included Spot and Listen, but not Alchemy and Forgery. Alertness and Toughness were included, but not metamagic or item creation feats, or feats that a 1st-level character could not take, like Spring Attack and Improved Critical. To simplify matters further, I assumed maximum ranks would be assigned to each skill. Equipment was simply assigned based on class. Spell selection for clerics and sorcerers were made from a limited list of useful spells. When planning the adventure, I made sure to use a variety of encounters: combat, role-playing, puzzles, etc. Combat encounters were against foes that were weak (e.g. a dire rat) or with obvious weaknesses to exploit (e.g. a slow-moving zombie). During the advanture, it would be good to spell out viable action choices. Essentially, your first game should be closer in spirit to a "pick-your-path" adventure rather than free-form gaming (e.g. "Do you attack the zombie with your sword, fire an arrow at it, or run away?", rather than "You see a zombie. What do you do?"). Hope this helps! [/QUOTE]
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