Very good point. There are NO CHOICES in character creation in chess, yet it is a complex game.
Yep. Exactly.
Very good point. There are NO CHOICES in character creation in chess, yet it is a complex game.
I think 5E is about as simplified as it could be while still being recognizable as D&D.Back in the D&D Next days, my impression of the new edition was that the game would be streamlined and/or have its bumps ironed out. WotC would produce something more accessible to the masses, and maybe even ride the popularity of some lighter-weight games at the time (looking at you, Savage Worlds). Crunch would be Pathfinder's thing, and more power to Paizo.
But here we are with regular rules discussions from WotC, and regular rules discussions here (now in the helpful format of How To articles). A "basic rules" document. An advanced 5e on the way from ENpublishing, and a full-on battle royale thread about the plethora of DMG options. Several threads are about adding more rules to make an aspect run better or more realistically.
And here I thought 5e was about the rulings that the DM would make, not the rules. Players make their characters from the book, and the DM does the rest, right? Why don't we see more discussions here about simplifying D&D?
Is there a way to eliminate complexity without eliminating choices? Aren't the choices where much of the complexity resides?
There is a difference between complex and complicated (or even worst convoluted).
I would be interested in that. I like the map and my minis, but being able to do without would make it easier to play if we were stuck in an airport or something like that. (Not much traveling happening right now, but the world will eventually get back to a new normal.)You could perhaps have a slightly longer discussion about reducing map-dependency to better support theater of the mind play - maybe make up a Zone scheme for ranges and maps, and the like.
Our house rule is that a new player needs to pick a fighter, but once they are comfortable with the game, they can trade out to something else if they want, or start multi-classing.I'm quite for the opposite.
Character creation is a great way to introduce basics of D&D.
I would only hand out pre-gen if new player "crashed" the session unexpected or really didn't had the time to make own character. Or of someone dies mid session and you don't want them to leave or be utterly bored for the rest of the session.
Handing pre-gen instead of going through character creation with new player, more or less says that you think that new player is too dumb to comprehend several pages of a book. I would rather spend 2hrs with new player than handing them my own idea what they should play.
I might suggest a class with simple mechanics, like champion fighter or scout rogue, but that is about it.