Do you guys have any immediate/concrete plans for your gaming group and Essentials?
I run games for newbies on a fairly regular basis. Our reputation at My Girlfriend Is A DM is that of 'those ppl who make everybody play' so I'm actually thinking I like the Essentials. I think they'll make better options than making newbies play simple classes or giving them pregens.
A lot of the time people suggest giving players only basic attacks or allowing only at-wills and dailies for first time players, but I somehow feel that that's kind of nerfing things a bit -- (even if I know that it's not) -- and nevermind the fact that you run into the inevitably competitive geek who INSISTS that they take all the options at one go, but slow the game down with endless questions about the rules and refuse to STOP the discussion because they want to understand NOW.
I guess what I'm saying is that I'd love to use these as introductory classes before letting players get access to all the power-picking functionality of the older classes, and restricting some of the complexity without making players feel like they're getting 'truncated' versions of the entire ruleset.
Thoughts?
I run games for newbies on a fairly regular basis. Our reputation at My Girlfriend Is A DM is that of 'those ppl who make everybody play' so I'm actually thinking I like the Essentials. I think they'll make better options than making newbies play simple classes or giving them pregens.
A lot of the time people suggest giving players only basic attacks or allowing only at-wills and dailies for first time players, but I somehow feel that that's kind of nerfing things a bit -- (even if I know that it's not) -- and nevermind the fact that you run into the inevitably competitive geek who INSISTS that they take all the options at one go, but slow the game down with endless questions about the rules and refuse to STOP the discussion because they want to understand NOW.
I guess what I'm saying is that I'd love to use these as introductory classes before letting players get access to all the power-picking functionality of the older classes, and restricting some of the complexity without making players feel like they're getting 'truncated' versions of the entire ruleset.
Thoughts?