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You are here: Home --> Forum Home --> General Forum --> Common Room --> How to Learn How to Play Dungeons and Dragons
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Axiomatic
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How to Learn How to Play Dungeons and Dragons

This is based off of experiences teaching 3.5e to people, but I'm sure this method for learning how to play would work for anyone teaching that one first-timer that is scared of adding stat modifier+ranks+roll result......

What's the first thing pretty much everyone tries to teach new players how to do? Make a character. Well, that's probably the worst thing you could do to a new player- teach them how to make a character that has all these attributes and terms and whatnot that they've never seen before (no matter how many links explaining everything you've sent)and understand how to calculate what's greek to them.

Instead of this disaster waiting to happen, follow these steps for teaching new players (basically I just used the EDGE method, if you know what that is):

NOTE: Whenever a player asks a yes/no question, or a question that can be answered in about less than five words, or a question that simply doesn't require much knowledge about how the game works to answer (such as a question about the depth of the story and/or roleplay) then go ahead and answer it. If it requires too complex of an answer, then tell the player you'll answer that one later.

1.) Explain the metagame. The new player needs to understand that just because you know something doesn't mean that your character does. Also, the new player needs to understand that, even though real-world knowledge that it's a game shouldn't affect character decisions and actions, the player's character still needs to be a member of the gaming party and participate in adventures- not be that asshole mercenary that holds the game hostage by saying "what's in it for me?"

2.) Tell your player that the DM's word is law. No exceptions. If the Dm says that two nuclear missiles just changed into a very surprised-looking sperm whale and a pot of petunias, then you better know where your towel is.

3.) Explain the concept of rolling dice- Start with explaining the terminology (2d20 means two 20-sided dice), and that whenever you roll a d20, you are trying to figure out how successful (or not) you are at an action. Explain that a natural 20 is a critical success, and a natural 1 is a critical failure, regardless of how difficult the attempted action was (if you're using that rule).

4.) Go from this explanation to a demonstration. It can be anything, really, but it's simplest if it's just like a Knowledge (history) check. Don't need to explain skills yet, just see if the player understands what it would mean if he rolled like a 19 or something, versus a 3.

5.) Make the DC for the knowledge check 2 more than what the player rolled. Then say something like, "you had to roll at least a 5 (if he rolled a 3), but, you're not out of luck. See, you get to add what's called an "Intelligence bonus," which means you get to add +2 to your roll." Now, of course, your intelligence bonus could be any number, but don't tell them that just yet unless if they ask.

6.) Since you just explained a bonus, you can work in an explanation on bonuses in general. Here's an example: "There are all sorts of other bonuses though in this game. Your intelligence bonus is in a group called "stat bonuses," which come from the core aptitudes of your character. There are also 'circumstance' bonuses, which come from favorable conditions. Like, if I'm trying to attack, and I have the advantage of higher ground, I would get a +2 to my roll, unless if the DM thinks it should be more or less."

7.) Explain that there are penalties as well as bonuses. Do not explain all the different types and how things stack and stuff just yet. Wait until it happens in-game.

8.) Explain the types of d20 rolls (and remember to call them "checks"). Start with saving throws, since there are only 3 of them. Demonstrate a disease (fort), a mind-effecting spell (will), and a cone-ranged spell (ref).

9.) Explain and demonstrate skills, but don't do all of them. That would take too long. To demonstrate how you really don't need to know each skill and have em all memorized, only explain the skills in a class skill list from a class that the new player chooses. Pray to your base god that the player doesn't choose Rogue or Bard.

Now you're ready to start legit play.

10.) Make a character that's at level 2 for the player, or just take one that's already made. Preferably a starter package. You are going to teach this player how to play via a "tutorial session," and that it's not going to matter if the player doesn't want to be the simple fighter or whatever.

11.) Have this character fight a kobold warrior, a kobold wizard, and a kobold rogue. Explain combat as you go.

12.) Hopefully, you covered everything you need to know for combat in step 11. Cuz now, the character levels up.

13.) Give the player more involvement in leveling up and all the neat-o things you get, including the feat you get from being level 3.

14.) Now the player is ready to make a character.

SECOND NOTE: This idea is still in progress. Feedback is appreciated.


Posted on 2014-07-14 at 18:40:18.

   
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