Strength is the ability to crush the tomato Dexterity is the ability to throw the tomato Constitution is the ability to eat a rotten tomato and be fine Intelligence is the knowledge that a tomato is a fruit Wisdom is knowing that it's not a good idea to make a tomato-based fruit salad Charisma is the ability to sell the aforementioned fruit salad
I'm currently reading rules for rpg where there's only strength, reflex and intelligence. It's much much simpler system. There are no classes, subclasses etc. you ujst say "I wanna play priest" or pilot or soldier or whatever you choose. I wanna play non magical healer, I can't play that in DnD
I’ve been playing D&D for 5 (almost 6) years now, and I just wanna say that you did a fantastic job explaining the core basics to the game! It’s always nice to see videos like this to get more people into the hobby. But I couldn’t agree more on the last point you made on the group dynamic. Thanks for the video!
I feel like a lot of people will be immediately either attracted to or put off of the luck aspect of D&D, especially since getting solid modifiers to make sure you can succeed at things is difficult without minmaxing, which detracts from roleplay. And I fear that the people who do REALLY like it will often have the type of personality that makes the hobby more toxic and causes them to refuse to play other games, while the people who don't like it will misunderstand that the whole hobby is like that and it isn't for them when they can play a video game where their skill determines most outcomes. Both of these harm non-D&D games, and it's tragic because idk the solution to this.
I plan on making a video in the future about my personal approach, but I'll summarize it as best as I can. Toss out the rulebook. Have your party's characters decide what character they wish to play, and then collaborate with them on what class and race combination sounds like what they want. However, this combo is less defining of what capabilities the character has, and functions more as an outline for the sorts of spells and abilities the character should have. You then collaborate with the player such that they pick things that match the character, while I balance. I rarely say no outright, but I will often say that what they proposed to me sounds like an ability for a higher level. Now, I would never recommend this as a catch-all solution. I said in the video: I love math, so balancing to me is more like flexing than a challenge to overcome. But if you also like math, try it out! It's a very new-player friendly solution, but less friendly to veteran players.
@@1red2blue4 It's so rare to find someone else saying what I have said for a few years now : "toss out the rulebook" It can be too much for beginners, I'd agree it's unnecessary for most people. I have already run a few one-shot scenarios with literally no rules, I just asked my players to think a bit about who they were going to play beforehand, and we had a great time. I used dice, but not as much as D&D incentivizes. (Also, if people want to try it out and find that D&D is too complicated, there are loads of easier systems out there)
@@1red2blue4 I'd probably heed that advice if I still ran D&D. Alas, it was never a good DM experience for me regardless of if the players had fun. Right now I'm just trying to find a system I vibe with as both a player and GM.
I think it's pretty medium. Making a shadowrun character took me several hours, and I was using software to making shadowrun, which made it easier and faster. On the other hand, making a risus character takes five minutes.
Strength is the ability to crush the tomato
Dexterity is the ability to throw the tomato
Constitution is the ability to eat a rotten tomato and be fine
Intelligence is the knowledge that a tomato is a fruit
Wisdom is knowing that it's not a good idea to make a tomato-based fruit salad
Charisma is the ability to sell the aforementioned fruit salad
There is an extended version of this too
Which uses tomatoes to describe the skills and profienicies
I just love this explanation and use it a lot, especially for the mental stats.
I'm currently reading rules for rpg where there's only strength, reflex and intelligence. It's much much simpler system. There are no classes, subclasses etc. you ujst say "I wanna play priest" or pilot or soldier or whatever you choose. I wanna play non magical healer, I can't play that in DnD
I love this analogy for describing ability scores, I always use it with new players at my table
@@realdragon non magical healing really doesn't make sense im a world with magic
I’ve been playing D&D for 5 (almost 6) years now, and I just wanna say that you did a fantastic job explaining the core basics to the game! It’s always nice to see videos like this to get more people into the hobby. But I couldn’t agree more on the last point you made on the group dynamic. Thanks for the video!
That was a nice explanation of the concept!
I hope people won't get stuck with D&D and nothing else though.
I would love to play D&D. Never played, but it sounds like fun. I need to out my nerd friends and get them to invite me.
I feel like a lot of people will be immediately either attracted to or put off of the luck aspect of D&D, especially since getting solid modifiers to make sure you can succeed at things is difficult without minmaxing, which detracts from roleplay.
And I fear that the people who do REALLY like it will often have the type of personality that makes the hobby more toxic and causes them to refuse to play other games, while the people who don't like it will misunderstand that the whole hobby is like that and it isn't for them when they can play a video game where their skill determines most outcomes. Both of these harm non-D&D games, and it's tragic because idk the solution to this.
I plan on making a video in the future about my personal approach, but I'll summarize it as best as I can.
Toss out the rulebook. Have your party's characters decide what character they wish to play, and then collaborate with them on what class and race combination sounds like what they want. However, this combo is less defining of what capabilities the character has, and functions more as an outline for the sorts of spells and abilities the character should have. You then collaborate with the player such that they pick things that match the character, while I balance. I rarely say no outright, but I will often say that what they proposed to me sounds like an ability for a higher level.
Now, I would never recommend this as a catch-all solution. I said in the video: I love math, so balancing to me is more like flexing than a challenge to overcome. But if you also like math, try it out! It's a very new-player friendly solution, but less friendly to veteran players.
@@1red2blue4 It's so rare to find someone else saying what I have said for a few years now : "toss out the rulebook"
It can be too much for beginners, I'd agree it's unnecessary for most people.
I have already run a few one-shot scenarios with literally no rules, I just asked my players to think a bit about who they were going to play beforehand, and we had a great time. I used dice, but not as much as D&D incentivizes. (Also, if people want to try it out and find that D&D is too complicated, there are loads of easier systems out there)
@@1red2blue4 I'd probably heed that advice if I still ran D&D. Alas, it was never a good DM experience for me regardless of if the players had fun. Right now I'm just trying to find a system I vibe with as both a player and GM.
Good 👍
Awesome video lol
Please make a video on geometry.
I would say DnD is more complex ttrpg. Character creation takes me about an hour
I think it's pretty medium. Making a shadowrun character took me several hours, and I was using software to making shadowrun, which made it easier and faster. On the other hand, making a risus character takes five minutes.