Teaching the game to a new player

Buttercup

Princess of Florin
My husband has been playing since August. He isn't a stupid man by any means. But he just isn't getting the rules. He gets all frustrated by the vocabulary--"what do you mean a third level wizard can't cast third level spells?" or "how can it cost me two points to get one point of skill?"

He has read the first few chapters of the PHB, but still finds the whole thing opaque. He's enjoying our game, but I really have to hand-hold him to get him through character creation, leveling up and even combat.

In the game we both play in, we've got another new player, who I want to invite to join my game. She is also unclear on the rules, and getting a tad frustrated. Also not a stupid woman. Clearly, the fault lies in me and the other DM, who haven't explained it easily enough, or maybe haven't administered enough theraputic kicks in the butt. I even killed my husband's character when he did something stupid, which I hoped would make him finally learn the rules. It didn't.

So, any advice for me, before I rip all of my hair out?
 

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Buy a wig? :)

Don't kill your husband's PC again.

Hmm... that's a really tough one. My advice is this: do his character generation and levelling for him, and just concentrate on combat and role-playing for the moment - what are more likely to be the fun parts of the game. Rules compliance can come later.

My advice for running combat is as follows: don't worry so much about his understanding of anything past this sequence:

DM: "What do you want to do?"
Player: "Hit the monster"
DM: "Make an attack roll: d20 + your attack bonus"
Player: "A 23!"
DM: "You hit. Roll damage".

What character sheet are you using? That also can make a big difference. I always think it's a good idea to create your own - and in your husband's case, a simple one.

Davnor
Human Fighter 3
Str...

COMBAT:
Initiative +3
Speed: 30 ft

WEAPONS:
Longsword: +5 melee, Damage: 1d8+2

SKILLS:
Spot +2
Search +4

Use the summary of combat on page 117 of the PHB.

Don't overcomplicate combat - just initiative, movement and attacks. Don't worry about grappling yet or other special manuevers.

If you have a mix of experienced and new players, perhaps run a few sessions for just the newer players (your husband and the other person).

Are they playing 1st level characters? If not, definitely run some sessions just for them with 1st level characters.

Hope that helps!
 

The easiest way to teach a new player the game is with the boxed set. It costs like $10 and has everything you need to play. It comes with 6 adventures which start off very quick and simple. Each adventure teaches something new and reinforces what they've already learned. The rules are stripped down to the bare bones and the characters are already made. Take a couple of sessions to run them through this.

The make their character by making them work through the step by step plan in the front of the PHB, everytime they ask a question tell them where to look it up.

Give them homework assignments that involve reading sections of the PHB relevent to their character then quize them and reward them with xp. 10 question quiz each correct answer is 10 xp.

As for the vocabulary, make them up a cheat sheet - I still use a cheat sheet for somethings.

(Note: before I get completely blasted for these suggestions I know that a lot of you are going to argue. I also know that I've taught 6 people how to play 3e in the last year and this is the method I've used and it worked.)
 

I agree - the boxed set really jumpstarts things for new players. I taught my 11 year old little brother (Big BRother program) to play this way, and now he's really getting the hang of the more advanced rules and playing along with my gaming group sometimes (We're all in our 30's).

Does your husband play video games - especially role playing ones? I found that when I put things in the context of videogames for my little bro, he got it quicker. Levelling up isn't much different then when you level up in a video game - you place points in certain places, etc.. Rolling attack roles is what the computer/video game console does automatically, etc...

--*Rob
 

Easiest way to teach the rules is to tell him to make 3 or 4 characters in a row. Do not help him and if he has a question, then tell him to look it up. Sounds like he needs to read the classes on his own. I would use one of the WOTC character sheets as well. Use the class specific ones and that will help a lot.

Dave
 

I did take him through the first two adventures in the boxed set, but at the time I was an extremely new DM, and that made it a pretty useless experience. Perhaps I should do it again, this time for him and the other new player.

I'm using the official WotC character sheets, which I'm not that fond of, as a matter of fact. I think part of the problem with the character sheet, as far as my husband is concerned, is that he has low vision, and so the skill section is pretty hard for him to see, even with a magnifying glass. I've thought of blowing it up to 11x17 for him, but he prefers to be a tad discrete about his visual handicap. (So he would just love it if he knew I mentioned it here.:rolleyes: )

Anyway, keep those suggestions coming, please!
 

Buttercup said:
I think part of the problem with the character sheet, as far as my husband is concerned, is that he has low vision, and so the skill section is pretty hard for him to see, even with a magnifying glass. I've thought of blowing it up to 11x17 for him, but he prefers to be a tad discrete about his visual handicap. (So he would just love it if he knew I mentioned it here.:rolleyes: )

A way around this may be to develop new character sheets that divide things into categories. Say a four page sheet, with a single page for all the relevant combat details (weapon stats, applicable feats with descriptions, etc), another for non-combat skills, another for equipement, and another for basic character information.

This seperates things into easily understandable areas, making it easier to pick up what area's of the normal character sheet apply to various parts of the game. It also has the added advantage of being home-made, with a lot more space to play with, so you can then subtly bump up the size on the fonts for everyone's sheets, making things easier for your husband without making a big deal about what you're doing.
 
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First of all, the choice of a spellcasting class as his first character may not be the best one. Especially a caster that has to prepare spells (like a wizard). I'd go with rogue or fighter; sorcerer or bard if he really wants to be a spellcaster.

That said, what I usually do is ignore the rules for the first couple hours of play; you do the math and the rolling and let him just state what he's doing. This includes character generation of course.

When he's got a grip on the basic concept of "roleplaying game", introduce the "roll D20, add modifier, hope to beat DC" concept. At this stage the game is about as complex as an average board game from his point of view, so there should be no problem. Introduce the damage. Persist until he understands the sentences "Roll to hit", "Roll Diplomacy, DC 20" and "You hit, roll for damage" without having to ask.

At that point start having him calculate the modifiers by himself. Hit him with a statdraining poison, so that he has to recalculate skill modifiers and to-hit modifiers. When he's confident with that, the rest won't be a problem.
 

Pooling some of the responses together, and adding my own:

1) A simplified character sheet a la Merric's example is a MUST. I have counted on one hand the number of time's I've used WotC's sheet - it's got the right info on it, but it's terribly layed out IMHO and not at all good for a first time or new player.

2) Be sure he understands the differences in all the "levels." Character level, class level, dungeon level (if necessary), and spell level. a mini-glossary may help here.

2A) the skill points issue - it's skill points, but you buy "ranks" in it, like a craftsman or martial artist. It's better to explain it that way, perhaps, and that some skills come harder to someone who has little time to study them, or who don't run into them on a daily basis. The two for one might be explained thus: Book learning only goes so far, and the rest is explained by daily immersion and chances to practice. I can learn by the book how to set up an enterprise-level server network; but actually doing one counts for almost as much as reading about it and never touching a computer.

3) if you aren't using mini's or tokens for combat, these can help visualization tremendously - sometimes people can better make the "game" connection though this, and the roleplay can evolve after that. Though, if he is already more into the roleplay aspects than the "game" aspects, then this is not recommended.

4) Dropping back and punting with a 1st level half-orc barbarian never hurt, either. Sometimes, it's best to get the basics, then add as you go. Nothing's stopping that Half-orc barbarian from taking a few levels of wizard or sorcerer or cleric later on.

EDIT - after a "fat-fingered moment," I finally posted this like I wanted it to appear. :D
 
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Explain things in real world terms.

cross class skills -
Imagine trying to get a degree as a fighter. Whn trying to learn to concentrate you have to spend more effort becuase all your time is taken up with fighting (increaseed Bab, hp etc)

They might learn better through visuallizing the rule than seeing it in print.

And yes some things in the rules don't have good visual equivalents. Like archers backing up and shooting with a 5 foot step. But most things can be explained this way.
 

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