Sacrosanct
Legend
They stereotypical fighter/magic-user didn't go around laying on hands..
oh contraire mon frere. The f/MU was going around often laying down the burning hands

I know what you meant, I'm making a weak attempt at humor
They stereotypical fighter/magic-user didn't go around laying on hands..
[MENTION=48965]Imaro[/MENTION] IMO, you can't just dismiss the powers being set up like they are. It's part of how the edition is structured. So that a player doesn't need the book to understand their character.
More to the point, while the powers do very different things, what they do is straightforward and easy to understand by reading the power. You don't need to relearn the game to play a different class with different powers, because everyone uses the same rules language and structure.
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I think you're overstating how hard it is to learn 5e. My own group is completely new to D&D, with myself only starting to really delve into the rules when 5e came out, and nobody's had any problems (aside from a switch from online to offline where everyone forgot how to roll d20s). There's enough resources out there that the actual book terminology isn't going to prevent people who want to learn the game from learning.
Just give them the resources needed to ease them into the game, and they'll survive.
S'all relative. D&D is harder to learn than chess or checkers, has more depth and takes longer to master than the latter, and arguably less so than the former in spite of the much greater rules complexity. Compared to those differences, a given edition being 'much' easier or harder to learn than another is pretty minor.I think you're overstating how hard it is to learn 5e.
S'all relative. D&D is harder to learn than chess or checkers, has more depth and takes longer to master than the latter, and arguably less so than the former in spite of the much greater rules complexity. Compared to those differences, a given edition being 'much' easier or harder to learn than another is pretty minor.
But, the difference was still enough to be quite noticeable when its come to retaining completely new players, IMX. Now, it might not /all/ be about being easier to learn, better balance can also have an impact on a first play experience, for instance, as can plenty of other factors.
5e benefits from its appeal to long-time & returning skillful DMs to deliver better first play experiences.
@Imaro IMO, you can't just dismiss the powers being set up like they are. It's part of how the edition is structured. So that a player doesn't need the book to understand their character.
More to the point, while the powers do very different things, what they do is straightforward and easy to understand by reading the power. You don't need to relearn the game to play a different class with different powers, because everyone uses the same rules language and structure.
As for action economy, more bits doesn't necessarily mean more complexity. Ten red dots isn't more complicated than four red dots.
The actions are all extremely easy to understand. Standard action is your main action, immediate interrupts interrupt things while immediate reactions happen immediately after, as a reaction to the thing, move action is what you use to move, free action can be used whenever, and is essentially free, "no action" is barely even a game term, it is always explicitly clear when you do a thing that requires no action. They do what they say on the tin. Like I said, I've never seen anyone be confused by it, but I have seen many new players be confused by movement (why isn't it an action?) and bonus actions, and the language of things like using a bonus action to take the Hide action. 4e, worst thing is people forgetting they can use an immediate interrupt power. I've never had to stop and re-explain the entire action system to a 4e player.
Vancian casting just confuses people. You really gonna tell me you haven't seen this?
Not to mention, you do have to basically relearn the game to go from fighter to Druid in 5e. Or even fighter to paladin.
Y'know, that sounds an almost ideal 5e campaign.On the one hand that's been great as my players are more likely to improvise a number of things (though it tends to be on the sillier end of the spectrum like thriller dancing with zombies), on the other hand it leads to my players asking me questions that could be resolved by looking through their sheets.