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General Tabletop Discussion
*Pathfinder & Starfinder
Gencon: Any non-Essentials content coming up?
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<blockquote data-quote="Tony Vargas" data-source="post: 5653398" data-attributes="member: 996"><p>Well, they had to decide which class to play. Maybe that just meant a preference for an archetype, but maybe mechanics were a factor, that would mean needing some passing understanding of each class - each of which works differently in Essentials+. Or, they may wish to play more than one character - of more than one class - over time, and need to un-learn some of what they learned about how D&D characters work when they do. And, of course, there will likely be other classes around the table, each advancing in their own way...</p><p></p><p>So, yes, even the player playing a single one of the more simplistic classes is going to encounter the increased complexity that Essentials brings to the table. Whether they care, is, as you point out, a separate issue. Just because something is complex doesn't mean that complexity is going to be a problem for everyone - or anyone. </p><p></p><p>Oh, I agree. That was the point, really. Essentials didn't make the game simpler or easier to learn, rather the opposite - but, it did give simpler options that could provide a much simpler gaming experience to a player directed to them by more experienced players.</p><p></p><p>Take the Knight and it's stances & aura (above). Even if the DM is a stickler for tracking them, they're not any /more/ complicated than picking at-wills and deciding whether or not to mark - and, they can be 'left on,' so while the player (or someone at the table) needs to remember they're 'on,' he doesn't need to worry about them every round. And, again, even if that aspect is no less complicated, the lack of dailies, lack of choice of encounters, and the after-the-attack nature of the class's only encounter make it that much simpler to build and to play.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5653398, member: 996"] Well, they had to decide which class to play. Maybe that just meant a preference for an archetype, but maybe mechanics were a factor, that would mean needing some passing understanding of each class - each of which works differently in Essentials+. Or, they may wish to play more than one character - of more than one class - over time, and need to un-learn some of what they learned about how D&D characters work when they do. And, of course, there will likely be other classes around the table, each advancing in their own way... So, yes, even the player playing a single one of the more simplistic classes is going to encounter the increased complexity that Essentials brings to the table. Whether they care, is, as you point out, a separate issue. Just because something is complex doesn't mean that complexity is going to be a problem for everyone - or anyone. Oh, I agree. That was the point, really. Essentials didn't make the game simpler or easier to learn, rather the opposite - but, it did give simpler options that could provide a much simpler gaming experience to a player directed to them by more experienced players. Take the Knight and it's stances & aura (above). Even if the DM is a stickler for tracking them, they're not any /more/ complicated than picking at-wills and deciding whether or not to mark - and, they can be 'left on,' so while the player (or someone at the table) needs to remember they're 'on,' he doesn't need to worry about them every round. And, again, even if that aspect is no less complicated, the lack of dailies, lack of choice of encounters, and the after-the-attack nature of the class's only encounter make it that much simpler to build and to play. [/QUOTE]
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Gencon: Any non-Essentials content coming up?
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