Eric Tolle
First Post
At high levels in older editions everybody gained followers. Fighters just tended to get more of them.
The quantity and quality of the cohort was less dependant on Charisma than in 3.X, where Bards and Sorcerers are better leaders than Fighters. On the other hand, followers, as level 1 warriors, are pretty much useless.
A far more fundamental difference between editions lies in the changes to the saving throw system between AD&D and Third Edition. While reducing the number of saves was a good idea in theory, in practice the unified save system crippled non-spellcasters, especially fighters. Either nobody bothered to run the basic math, or it was deliberately done to handicap non-spellcasters.
• No discussion whatsoever regarding the original topic, which was (just to remind folks) that 4e, 3e, frankly any game that involves buying more than one hardcover book, are heavy and complicated games and not at all congenial to new or casual players.
Well, based on my observations over the last 20 years, I strongly disagree that rules complexity is actually much of a turn-off to new players. Aside from the complexities of AD&D, I've seen numerous complex games, ranging from rpgs to board games, to crpgs where the complexity is regarded as a bonus.
What's important is not simplicity, but accessibility. The game needs to be presented in such a way that as the players are introduced to the complexities of the game, it draws them in, rather than confusing or repelling them. Having ready made templates or example characters ous a start, as is the gradual introduction of systems. Games that a good job of introducing systems would be Buffy the Vampire Slayer rpg, and Persona III the crpg.
I do think that needless complexity that doesn't add to the game experience should be avoided. For example, on D&D, skills like professions, and creating really should have been put in the appendix or GM's manuel, for those few souls who really desired to play Shopkeepers and Seemstresses. Likewise 3.X had too many useless and redundant skills (To Pathfinder's credit at least they consolidated the skill list).
There's also the fact that allegedly "simple" systems often hide a different form of complexity; for example. Profession systems where a character is assumed to know all the skills subsumed in a brief profession description can lead to confusion and negotiation over what a profession actually encompasses.
The bottom line is that well-organized complexity is an asset to a game, but it needs thought as to how to be presented.