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Why Don't We Simplify 5e?
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<blockquote data-quote="Swarmkeeper" data-source="post: 8364565" data-attributes="member: 6921763"><p>I'm of the mindset that D&D 5e is already simple if you want it to be. And complex enough to keep veteran players engaged with new tricks.</p><p></p><p>Here's my approach to (try to) keep it simple, especially with new players:</p><p></p><p>Walk them through picking a race, class, and background - typically just using the PHB. I don't worry about explaining the details too much and really just rely on the artwork and names to spur their imagination. Once they pick something, I'll give 2 or 3 points about their chosen race/class/background and see if that is along the lines of what they are excited about playing. Once all three are picked, I have them describe their character in their own words (i.e. "Tell me a little about your Tiefling Fighter who used to work as a Librarian").</p><p></p><p>I then guide them through the ability scores - very basically - and use a point buy calculator to demonstrate how to allocate scores to the six abilities (I'm partial to <a href="https://chicken-dinner.com/5e/5e-point-buy.html" target="_blank">D&D 5e Point Buy Calculator</a> these days). We populate skills by picking the first few from the PHB class options and equipment by defaulting to PHB option (a) for each class.</p><p></p><p>Then we start to play and I tell them to largely ignore(!) - yep, ignore - their character sheet and just think about how they described their character earlier in their own words. This, I've found after much experience, seems to work best to keep them from potentially getting completely overwhelmed by all the boxes and numbers.</p><p></p><p>I explain the play loop:</p><p>1. The DM describes the environment.</p><p>2. The players describe what they want to do.</p><p>3. The DM narrates the results of the adventurers' actions.</p><p></p><p>I start with #1 and just have them describe what they want their character to do. If I've done my job as DM with sufficiently describing the scene, the most basic action choices become fairly obvious to them. As rolls come up in #3, I guide them through the dice and how to find the pertinent section on their sheet and how to add modifiers accordingly to their rolls.</p><p></p><p></p><p>TL;DR: So yeah, while character creation can potentially be a steep-ish climb, I've found it can be further simplified by limiting skill and equipment choices. Once that is accomplished, IME, if one sticks to the play loop the game becomes naturally simplified and largely approachable.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8364565, member: 6921763"] I'm of the mindset that D&D 5e is already simple if you want it to be. And complex enough to keep veteran players engaged with new tricks. Here's my approach to (try to) keep it simple, especially with new players: Walk them through picking a race, class, and background - typically just using the PHB. I don't worry about explaining the details too much and really just rely on the artwork and names to spur their imagination. Once they pick something, I'll give 2 or 3 points about their chosen race/class/background and see if that is along the lines of what they are excited about playing. Once all three are picked, I have them describe their character in their own words (i.e. "Tell me a little about your Tiefling Fighter who used to work as a Librarian"). I then guide them through the ability scores - very basically - and use a point buy calculator to demonstrate how to allocate scores to the six abilities (I'm partial to [URL='https://chicken-dinner.com/5e/5e-point-buy.html']D&D 5e Point Buy Calculator[/URL] these days). We populate skills by picking the first few from the PHB class options and equipment by defaulting to PHB option (a) for each class. Then we start to play and I tell them to largely ignore(!) - yep, ignore - their character sheet and just think about how they described their character earlier in their own words. This, I've found after much experience, seems to work best to keep them from potentially getting completely overwhelmed by all the boxes and numbers. I explain the play loop: 1. The DM describes the environment. 2. The players describe what they want to do. 3. The DM narrates the results of the adventurers' actions. I start with #1 and just have them describe what they want their character to do. If I've done my job as DM with sufficiently describing the scene, the most basic action choices become fairly obvious to them. As rolls come up in #3, I guide them through the dice and how to find the pertinent section on their sheet and how to add modifiers accordingly to their rolls. TL;DR: So yeah, while character creation can potentially be a steep-ish climb, I've found it can be further simplified by limiting skill and equipment choices. Once that is accomplished, IME, if one sticks to the play loop the game becomes naturally simplified and largely approachable. [/QUOTE]
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