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General Tabletop Discussion
*Dungeons & Dragons
What have you found to be the hardest thing for new players to understand about 5e systems?
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<blockquote data-quote="Tony Vargas" data-source="post: 7405721" data-attributes="member: 996"><p>Even long-time players can have a little trouble with new prepare-then-cast-spontaneously thing. </p><p></p><p>Each caster casts spells at least a little differently, so if you have two or more different casters it deepens the confusion. One instance where it's nice if the other players /don't/ pay attention when you're answering one player's question. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> Once they get past the weirdness of gaining hps as they level, in the first place, I haven't seen any issues with it. OK, the idea that 'we need to rest' when you've only been doing things for a matter of minutes can throw some players, just a bit.</p><p> </p><p> First, you try not to: let them play a fighter or barbarian the first time out. If they really want to play a caster, they'll probably pick it based on the name ("I want to play a wizard!" "It won't be exactly like Harry Potter, but OK...") or whatever short explanation you give of the concept, if you get that far. </p><p>Then you just explain the spell casting system particulars of that one class, to that one player. </p><p></p><p>Well, yeah, of course. Hit points & AC; the fact that most things you may think to do when attacking with a weapon necessarily boil down to making an attack roll and dealing damage (you can try to dress it up or hide it from them for a while); that an injured enemy isn't generally less (or a wounded animal more) of a threat, so always focus fire; that you can only 'swing' once in a 6-second round isn't the stumper that it was when rounds were 1 min long, but it still takes some aback; similarly, what you can & can't do with actions, that not moving doesn't let you do more of anything else, that you get a bonus action when you use a bonus action but not when you don't, and not a second one if you're set up for two, etc; whether you roll to hit or tell the DM which save your spell uses (/most/ spells use saves & cantrips attack rolls, so the exceptions'll trip 'em up); before that, what each spell does in the first place (it helps to print out the known spells of a pregen), why you can't start casting the 2nd level spells at 2nd level, etc...</p><p></p><p>...oh, and I'm assuming pregens, because there's no end to the misunderstandings at chargen & level up. </p><p></p><p></p><p> It's just easier to think in a binary way of what your character 'can' and 'can't' do, rather than what he might try with little idea of what his chance of success may be.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7405721, member: 996"] Even long-time players can have a little trouble with new prepare-then-cast-spontaneously thing. Each caster casts spells at least a little differently, so if you have two or more different casters it deepens the confusion. One instance where it's nice if the other players /don't/ pay attention when you're answering one player's question. ;) Once they get past the weirdness of gaining hps as they level, in the first place, I haven't seen any issues with it. OK, the idea that 'we need to rest' when you've only been doing things for a matter of minutes can throw some players, just a bit. First, you try not to: let them play a fighter or barbarian the first time out. If they really want to play a caster, they'll probably pick it based on the name ("I want to play a wizard!" "It won't be exactly like Harry Potter, but OK...") or whatever short explanation you give of the concept, if you get that far. Then you just explain the spell casting system particulars of that one class, to that one player. Well, yeah, of course. Hit points & AC; the fact that most things you may think to do when attacking with a weapon necessarily boil down to making an attack roll and dealing damage (you can try to dress it up or hide it from them for a while); that an injured enemy isn't generally less (or a wounded animal more) of a threat, so always focus fire; that you can only 'swing' once in a 6-second round isn't the stumper that it was when rounds were 1 min long, but it still takes some aback; similarly, what you can & can't do with actions, that not moving doesn't let you do more of anything else, that you get a bonus action when you use a bonus action but not when you don't, and not a second one if you're set up for two, etc; whether you roll to hit or tell the DM which save your spell uses (/most/ spells use saves & cantrips attack rolls, so the exceptions'll trip 'em up); before that, what each spell does in the first place (it helps to print out the known spells of a pregen), why you can't start casting the 2nd level spells at 2nd level, etc... ...oh, and I'm assuming pregens, because there's no end to the misunderstandings at chargen & level up. It's just easier to think in a binary way of what your character 'can' and 'can't' do, rather than what he might try with little idea of what his chance of success may be. [/QUOTE]
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What have you found to be the hardest thing for new players to understand about 5e systems?
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