I've been DMing for a couple of years, and I have this recurrent problem. My players are now quite experienced, they know the rules, they know how to play. Every once in a while, we invite someone to play with us (or a couple of people).

When we invite someone new, we describe the classes available, their playstyles, how the game works. A great majority of the people decide they want to play a caster of some sort (I get the appeal). However, even at level 1, casters have a high skill-cap. Even experienced friends of mine didn't quite get the spells known / spells prepared / spell slots / arcane focus nuances. In practice, this makes the new player go for 2 hours of character creation, which mostly turns them down from playing. Not many people enjoy spending so much time reading something for a game they're not sure they'll enjoy.

To overcome this, I've done a couple of things:

  • Help them build their characters, step by step, keeping it simple when necessary, and allowing them to customize when I feel its important (weapon or spell choice, for example)
  • Eliminating some more complex mechanics (like spell components)

These work, some times, others not. When they do, if the player sticks to the table, i eventually introduce them to the full rule set. Another idea I had, but haven't tried yet, is to have some pre-prepared character sheets for lvl1 and lvl3 characters.

Are there any recommended good strategies to invite new players to a table, without overwhelming them with so many rules regarding character creation? I hate to see new players feeling bored and turning away from the game just because of the high learning curve.

PS: I'm asking this for D&D 5e, but I'm sure the question will fit in other tabletops of the genre, so maybe the tags can be improved?

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Re: tagging, we've found that specific questions/problems often generate good answers that explain their thinking and thus find wider applicability. Artificially-generalizing a question, though, usually just leads to poorer answers. The tags look just fine to me. – nitsua60 2 hours ago

Pre-generated characters save a lot of time, and remove the need to learn how to create a new character. Make sure everything they need to know is on the character sheet so they don't get distracted while reading the rulebook. D&D books are huge and complex. Another good point with that is that you can choose simple abilities that you know will be useful in your scenario.

Often when you play with the same group of people for a long time some habits of talking tend to replace official terms. When you are playing with beginners avoid the slang as it can be quickly very confusing.

Be helpful and forgiving: If a player move his character without noticing he would trigger an attack of opportunity when he could have avoided it, tell him that he can avoid this, show him how, and let him change his action if he wants to.

Considering rule simplification be careful you keep the game interesting enough for your experienced players. Maybe you can give the new player a free special ability which removes the need for magical components (or simplify an other part of the game). It could make you able to simplify even more the rules for the new players.

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Yeah, we simplify the rules just for the new players. We let them ignore spell ranges or components, while keeping all of that for the remaining players, who go along and coach them when necessary – BlueMoon93 1 hour ago
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I think this answer is already good, so I won't add a secondary answer saying most of the same things. One important point you may want to cover with this approach however, is being careful not to let Learned Helplessness flourish. Simplify early, but slowly add more advanced concepts, and expect the player to start remembering the basics on their own. When they ask a question the 5th time or so, stop others from answering, and ask what they think the answer is. If they're wrong, gently correct them, and if they're right, give them a congratulations and move on. – Randomorph 22 mins ago

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