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What is the "Simple" Full Casting Class?
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<blockquote data-quote="Clint_L" data-source="post: 9486229" data-attributes="member: 7035894"><p>They don't really comb through the spells that much, though. What they do is see the ones that look simple and obvious, and they ask a friend or me. I try not to tell them what they should take, though, and just encourage them to go with what sounds fun. So they almost always take <em>firebolt</em>, for example, I think because the name alone just sounds like a thing a wizard would do. Lots take <em>sleep</em> because it sounds simple and obvious, though the first few times they cast it is usually a PITA.</p><p></p><p>And then there's how to role-play a character. Most newbies come in with a good idea of what a wizard is because, again, Harry Potter, Gandalf, and so on. Most don't come in with a clear concept of a cleric, bard, or warlock; if they pick sorcerer it's generally as a synonym for wizard and they play it exactly like a wizard, totally ignoring sorcery points at first (last year, one went the entire campaign, up to level 5, without once using a sorcery point).</p><p></p><p>I have years of experience teaching D&D to new players. Some come in with a broad understanding of RPGs, often from video games, and have maybe talked D&D with friends or been exposed to it a little bit. Some, like me back in the day, just click with it immediately and start voraciously learning everything they can about it. And a lot are there because they are trying to make friends, or a parent has suggested that they try it, or even enrolled them in the camp without asking them, or because their friend wanted to play and they are tagging along.</p><p></p><p>I think most of the folks who are passionate enough about TTRPGs to post on this forum are very much coming from the subset of folks that I came from: the ones for who D&D (probably) was like a lightning bolt, a revelation. And so I think we have a tendency underestimate how challenging it is for a lot of brains that don't work like ours.</p><p></p><p>I see a similar problem in the school system: most teachers are people who were good at school, and we do a great job teaching the kids who are good at school. Of course we do: schools are built in our image and reward brains like ours. The challenge is to make school work for other kinds of thinkers, and we often fail them.</p><p></p><p>Well, D&D was originally built in the image of its creators, and for minds that worked a lot like theirs. And this has been reflected in decades of how it is written and presented. To be blunt: it has always been a terribly written game if the purpose is to make it more accessible. The latest edition (5e) is by far the best written it that sense, and the 2024 rules are a massive improvement over the 2014 ones. But there is still a ton of complexity that I think we tend to underestimate, and that becomes very apparent when you are teaching the game to players that lack almost any context for it.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9486229, member: 7035894"] They don't really comb through the spells that much, though. What they do is see the ones that look simple and obvious, and they ask a friend or me. I try not to tell them what they should take, though, and just encourage them to go with what sounds fun. So they almost always take [I]firebolt[/I], for example, I think because the name alone just sounds like a thing a wizard would do. Lots take [I]sleep[/I] because it sounds simple and obvious, though the first few times they cast it is usually a PITA. And then there's how to role-play a character. Most newbies come in with a good idea of what a wizard is because, again, Harry Potter, Gandalf, and so on. Most don't come in with a clear concept of a cleric, bard, or warlock; if they pick sorcerer it's generally as a synonym for wizard and they play it exactly like a wizard, totally ignoring sorcery points at first (last year, one went the entire campaign, up to level 5, without once using a sorcery point). I have years of experience teaching D&D to new players. Some come in with a broad understanding of RPGs, often from video games, and have maybe talked D&D with friends or been exposed to it a little bit. Some, like me back in the day, just click with it immediately and start voraciously learning everything they can about it. And a lot are there because they are trying to make friends, or a parent has suggested that they try it, or even enrolled them in the camp without asking them, or because their friend wanted to play and they are tagging along. I think most of the folks who are passionate enough about TTRPGs to post on this forum are very much coming from the subset of folks that I came from: the ones for who D&D (probably) was like a lightning bolt, a revelation. And so I think we have a tendency underestimate how challenging it is for a lot of brains that don't work like ours. I see a similar problem in the school system: most teachers are people who were good at school, and we do a great job teaching the kids who are good at school. Of course we do: schools are built in our image and reward brains like ours. The challenge is to make school work for other kinds of thinkers, and we often fail them. Well, D&D was originally built in the image of its creators, and for minds that worked a lot like theirs. And this has been reflected in decades of how it is written and presented. To be blunt: it has always been a terribly written game if the purpose is to make it more accessible. The latest edition (5e) is by far the best written it that sense, and the 2024 rules are a massive improvement over the 2014 ones. But there is still a ton of complexity that I think we tend to underestimate, and that becomes very apparent when you are teaching the game to players that lack almost any context for it. [/QUOTE]
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