this post was submitted on 03 Jul 2023
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Hello everyone. New to lemmy and out to participate.

I am about to start a dnd 5e game after maybe 10 different games of various lengths, multiple with me as DM. This one is aimed to have multiple big pdfs of extra rules, things like more spells, more feats, and some different popular homebrew'd classes. Don't worry, I did proof read them.

However, I am not sure how to introduce all of this to my players without spending an entire session on it. Spells are one example , do I just give them the pdf and tell them to read it, or should I cut out bits and introduce them slowly?

The worst part is that I am interested in the grit and glory rules, which change quite a lot, if you go out shopping. Would you mind operating on certain rules at level one, and different ones at level two?

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[–] Morbid_Corvid@ttrpg.network 4 points 1 year ago

As a general rule, at least in my experience, players don't read. Unless they request a pdf, I wouldn't bother.

Personally, I would bring it up in Session 0 without getting too specific, just the big changes you plan to impose. Then warning players if they make character build choices that would be impacted that you're not going to use RAW.