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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e needs a Definitive Guide
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<blockquote data-quote="MoutonRustique" data-source="post: 6368047" data-attributes="member: 22362"><p>Again, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> yes this is true - my thought was more along the lines of "don't worry over-much about it". Since there are <em>so many</em> options, being told to not worry about it too much can be liberating - you can just choose a feat because the name looks cool (or any other criteria).</p><p></p><p>I know this will produce sub-optimal builds or very powerful ones. But we're talking about first-timers here. Most won't have a reference to measure <em>/to/</em> so that power difference doesn't really matter. The game <em>does</em> work fine even with "weak/strong" PCs. By the time they notice the difference in effectiveness, they're ready to dig-in : they're past a basic "<em>Here's a starting point/How does this game work</em>" situation and climbing into a "<em>How do I get the most out of this</em>".</p><p></p><p>I believe there should probably be 2 (or maybe even 3) guides to 4e : a very friendly "Hello! Here are some suggestions for your starting game." and a second "So you've decided to give 4e a try - here are some suggestions about building an awesome game!" The third would mainly be links to CharOp I guess <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> (and links to blogs and posts for better play, mechanics variation, new skill challenge paradigms, etc, etc.)</p><p></p><p>Sort of like what the "red box" was supposed to be and then a "True Starter Set".</p><p></p><p></p><p>While none of what you've said should not be discussed and presented - I feel that, <em>for a first experience of the game</em> that much detail is counter-productive. But, of course, that is IMO.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6368047, member: 22362"] Again, :P yes this is true - my thought was more along the lines of "don't worry over-much about it". Since there are [i]so many[/i] options, being told to not worry about it too much can be liberating - you can just choose a feat because the name looks cool (or any other criteria). I know this will produce sub-optimal builds or very powerful ones. But we're talking about first-timers here. Most won't have a reference to measure [i]/to/[/i] so that power difference doesn't really matter. The game [i]does[/i] work fine even with "weak/strong" PCs. By the time they notice the difference in effectiveness, they're ready to dig-in : they're past a basic "[I]Here's a starting point/How does this game work[/I]" situation and climbing into a "[I]How do I get the most out of this[/I]". I believe there should probably be 2 (or maybe even 3) guides to 4e : a very friendly "Hello! Here are some suggestions for your starting game." and a second "So you've decided to give 4e a try - here are some suggestions about building an awesome game!" The third would mainly be links to CharOp I guess :P (and links to blogs and posts for better play, mechanics variation, new skill challenge paradigms, etc, etc.) Sort of like what the "red box" was supposed to be and then a "True Starter Set". While none of what you've said should not be discussed and presented - I feel that, [i]for a first experience of the game[/i] that much detail is counter-productive. But, of course, that is IMO. [/QUOTE]
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