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Community
General Tabletop Discussion
*Dungeons & Dragons
what are your top three "$#%#@$ stop forgetting this rule" annoyances?
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<blockquote data-quote="Ruin Explorer" data-source="post: 7879254" data-attributes="member: 18"><p>The point is likely one of two things:</p><p></p><p>1) They picked it for the theme/style of the subclass, not really thinking about whether the mechanics would work for them.</p><p></p><p>2) They picked it because they were told - by the others players, by the internet, by the DM, by the cat, by whoever, that that was the subclass they should pick (often they might even ask, if they're new or undecided). This can leave them with a subclass which they're not necessarily into the mechanics of.</p><p></p><p>This is something a DM needs to be attentive to, frankly, to do a really good job. Some players pick stuff up faster and are more mechanically aware than others. Generally speaking DMing isn't like, horribly difficult - it's definitely more effort than playing, but it's not like, mentally taxing or something (most of the time!). If players aren't using abilities, it's usually fairly easy to notice (less so in a 6+ person group but those are pretty rare - still I would forgive a DM there), and it's worth explaining it to them.</p><p></p><p>Also some players just don't "get" certain mechanics, in my experience. There are these top-flight players who will always "get" every mechanic, but they're relatively rare (I have two in my group), but most players will "get" like 90% of mechanics, and just have this bizarre blindspot where they don't get, or can't understand, a very specific mechanic - often not a complicated one - which can lead to them underusing it or not using it. Like, I have a guy in my game who was able enough to work out that taking a three-level dip into Warlock would be big boost for his Avenger Paladin (without the internet, I could tell because of what he was saying), but he was confused about dual-wielding vs two-handed fighting in 5E, particularly the Fighter styles, on another character.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7879254, member: 18"] The point is likely one of two things: 1) They picked it for the theme/style of the subclass, not really thinking about whether the mechanics would work for them. 2) They picked it because they were told - by the others players, by the internet, by the DM, by the cat, by whoever, that that was the subclass they should pick (often they might even ask, if they're new or undecided). This can leave them with a subclass which they're not necessarily into the mechanics of. This is something a DM needs to be attentive to, frankly, to do a really good job. Some players pick stuff up faster and are more mechanically aware than others. Generally speaking DMing isn't like, horribly difficult - it's definitely more effort than playing, but it's not like, mentally taxing or something (most of the time!). If players aren't using abilities, it's usually fairly easy to notice (less so in a 6+ person group but those are pretty rare - still I would forgive a DM there), and it's worth explaining it to them. Also some players just don't "get" certain mechanics, in my experience. There are these top-flight players who will always "get" every mechanic, but they're relatively rare (I have two in my group), but most players will "get" like 90% of mechanics, and just have this bizarre blindspot where they don't get, or can't understand, a very specific mechanic - often not a complicated one - which can lead to them underusing it or not using it. Like, I have a guy in my game who was able enough to work out that taking a three-level dip into Warlock would be big boost for his Avenger Paladin (without the internet, I could tell because of what he was saying), but he was confused about dual-wielding vs two-handed fighting in 5E, particularly the Fighter styles, on another character. [/QUOTE]
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what are your top three "$#%#@$ stop forgetting this rule" annoyances?
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