The newbie issue is not really a problem. The Basic game is basically one-step up from a D&D board game. Long-term, it's intended for primarily two audiences: veteran folks who want a B/X type game and don't need or want lots of options or rules, and ultra-casual gamers. And what I mean by ultra-casual gamers is folks who like to play boardgames and things like that. Here's what Mearls says about a theoretical Basic product:
Mearls said:
Easy to learn, especially for new players and DMs. In an ideal world, a group of new players can pick up the game in about the same time it takes to learn a board game such as Settlers of Catan. The basic rules are at the forefront of recruiting new players, whether they're 10-year-olds trying their first RPGs or DMs coming back to the game after 10 years away. Adult D&D fans should feel that this is the best way to bring their kids into the games.
...
Quick to play, with complete adventures playable in an hour. A group should be able to complete a simple dungeon with five or six rooms in that time span. Obviously, you can build bigger dungeons for longer sessions, but it's important to reduce complexity and therefore reduce the minimum time needed to play an adventure. A quick start time and fast play are key to recruiting new D&D fans and making the game accessible for people with ever busier, hectic lives.
In terms of a product, you could imagine something along the lines of a set that covers levels 1 to 10 and includes an adventure of the size and scope of Temple of Elemental Evil.
So basically, we're talking about families or friends who want a game they can play in an hour or two in the evening. That's the product for them. They can take their characters through a neo-ToEE for many, many short play sessions. The B/X-type vets get their game, to build on however they wish. And in this group will be some newbies. Some folks who say, "Wow, I really love this, and want to keep playing!" And if they say, "But, man, I don't want to have to be the medic if I play a cleric. I want some more options," then they can move on to the Standard game.
This isn't the old days where if you wanted more than Basic D&D you had to go out and buy whole new books (though I'm sure that'll be an option). With DDI WotC has a whole new product delivery paradigm. So you buy the basic game, and maybe you get a one-month trial subscription to DDI. On DDI they've got a Rules Compendium which has all sorts of variant rules, classes, races. The newbie moves onto Standard through that, either getting an ongoing subscription, or buying a print book. They don't
have to play the healer. Maybe he does and likes it. Maybe his group never gets into that mindset -- we never did. The number of newbies who pick up the game and are driven away because they played a cleric and had to heal people is going to be very, very small.
And incidentally, all that assumes that non-magical healing won't be an
option in the basic rules. They could easily just have "You get 1 hp back for each day of rest" in the main Basic rules, and then a small optional box with one or two variants. The Basic rules are going to be as simplified and streamlined as possible, but that doesn't necessarily mean
no options at all. After all, they're modeling it on B/X, which had its share of optional rules.