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What basic skills should every Dungeons and Dragons player "no"?
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<blockquote data-quote="nute" data-source="post: 3421899" data-attributes="member: 10607"><p>1: The ability to separate reality from fantasy. D&D is a game. Beyond that, it's a hobby. It is not a "way of life", it is not a defining facet of your self-image. If it is, then you've become the stereotype Jack Chick made all those little pamphlets about.</p><p></p><p>2: The ability to separate fantasy from reality. Accept that certain things in the game will not behave or function exactly as they do in the real world. </p><p></p><p>2a: Be willing to play a character that is different from yourself. Make decisions in-character as they would. </p><p></p><p>3: Basic mechanics familiarity. When I say "Make a Spot check, -2 penalty", you should not ask "Which dice do I use?" For starters, the singular is <em>die</em>. I expect my players, after their first session and an individualized "Intro to D&D" session, to know what's what with how the game works.</p><p></p><p>4: Basic math skills. Ties into the above - mechanics tells you that 1d20 + BAB + STR bonus + enhancement bonuses, etc = your to-hit roll. Basic math skills tell you that 12 + 6 + 4 + 1 = 23. Here, however, I take my own control-freak issues into account because I always have notes on my players' stats and bonuses. If I see Tim roll a 12 and he says "Total of 35", and I don't see a total of +23 to his modifiers, we're going to have words.</p></blockquote><p></p>
[QUOTE="nute, post: 3421899, member: 10607"] 1: The ability to separate reality from fantasy. D&D is a game. Beyond that, it's a hobby. It is not a "way of life", it is not a defining facet of your self-image. If it is, then you've become the stereotype Jack Chick made all those little pamphlets about. 2: The ability to separate fantasy from reality. Accept that certain things in the game will not behave or function exactly as they do in the real world. 2a: Be willing to play a character that is different from yourself. Make decisions in-character as they would. 3: Basic mechanics familiarity. When I say "Make a Spot check, -2 penalty", you should not ask "Which dice do I use?" For starters, the singular is [i]die[/i]. I expect my players, after their first session and an individualized "Intro to D&D" session, to know what's what with how the game works. 4: Basic math skills. Ties into the above - mechanics tells you that 1d20 + BAB + STR bonus + enhancement bonuses, etc = your to-hit roll. Basic math skills tell you that 12 + 6 + 4 + 1 = 23. Here, however, I take my own control-freak issues into account because I always have notes on my players' stats and bonuses. If I see Tim roll a 12 and he says "Total of 35", and I don't see a total of +23 to his modifiers, we're going to have words. [/QUOTE]
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What basic skills should every Dungeons and Dragons player "no"?
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