Basic D&D rides again!

thalmin said:
I agree the process needs better handling in the PHB, but I don't think it could be handled easily in the intro set, unless they were to add an additional "Now Try It Yourself" book, probably requiring somewhere around another 32-64 pages. Not a bad thing, maybe too expensive to add to a $10 product?
I don't think it would be hard at all to add a character-creation booklet with four classes (cleric, fighter, rogue, wizard), four races (dwarf, elf, halfling, human), a dozen feats, and a dozen spells for levels one, two, and three.
 

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I wasn't really impressed with the D&D adventure game boxed set. It still sits somewhere in my closet collecting dust. The only think that I found useful was the battle grid poster.

I got it lamenated and I use for battles and easy mapping when I DM.

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I haven't read this entire thread, so I apologize if I repeat somethings over again.

What D&D needs attract new players is a simplified version of the rules that's easy to understand, with cool miniatures (Think Hero Quest or Warhammer Quest), character generation that takes 15 min or less, and a "layered" system--kind of like with Basic D&D, you added on rules when you felt like it. The rules weren't so intergrated with each other (example: synergy bonuses for skills).

When it comes down to it, people just want to play.

One thing that's really a turn off to D&D 3.5 is it takes awhile to create a character. And I've noticed players just want to tweek their characters so that they're powerful. Now, I don't see anything wrong what, it just takes awhile for that to happen.

Another thing is that I get sick and tired of arguing about Attacks of Opportunity and watching players try to calculate the best thing to do in a battle. It's all numbers now, it seems, and no magic.

When I play D&D, I want to experience a different world, fight gruesome monsters and partake in a great story--and I want to do that ASAP when I sit down at the table. My motto is "Just Play!"
 

Ulrick said:
I wasn't really impressed with the D&D adventure game boxed set.
Really? I was quite impressed. I like all the props: map, counters, character sheets, etc. I also liked the simple intro rule books and the intro adventures. Granted, I would have preferred rules closer to the "real" rules, and I would have preferred adventures that fit together into a greater whole, but the basic idea was there. Oh, and $10 was certainly cheap enough.
What D&D needs attract new players is a simplified version of the rules that's easy to understand, with cool miniatures (Think Hero Quest or Warhammer Quest), character generation that takes 15 min or less, and a "layered" system--kind of like with Basic D&D, you added on rules when you felt like it. The rules weren't so intergrated with each other (example: synergy bonuses for skills).

When it comes down to it, people just want to play.
Agreed. Or, rather, normal people just want to play. Obviously the die-hards (e.g., just about everyone here) want complex rules to master, deep campaign settings with details to memorize, etc.
 
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mmadsen said:
Really? I was quite impressed. I like all the props: map, counters, character sheets, etc. I also liked the simple intro rule books and the intro adventures. Granted, I would have preferred rules closer to the "real" rules, and I would have preferred adventures that fit together into a greater whole, but the basic idea was there. Oh, and $10 was certainly cheap enough.

Yeah, I guess it was worth $10.

mmadsen said:
Agreed. Or, rather, normal people just want to play. Obviously the die-hards (e.g., just about everyone here) want complex rules to master, deep campaign settings with details to memorize, etc.

I don't like complex rules. Why should I have to memorize complex rules just to tell a cool story? I shouldn't. A few weeks ago my gaming group played in an Basic D&D game (The red 1980 booklet) They were astounded by how simple the rules were--all tucked into a 68 page booket. The rules worked. Anything that happened outside those rules the DM (Me) arbitrated accordingly.

I just find it amazing that the d20 system was supposed to simplify everything but instead it seemed to create a monster set of rules that detail every aspect of a character.

For me, the wonder of playing D&D is going away. Yes, the older editions rules were clunkier, but the magic seemed to be there. Now D&D sometimes feels like I'm playing a video game or a game of chess.

When I come to the gaming table I want to play, not get tangled up in the rules. I want to be immersed in fantasy worlds like those I read about in books. Those books inspired the game we play (just look at the inspirational reading lists in the 1st ed. DMG and the Basic D&D books), not the other way around.

If you come to my gaming table with the soul purpose of mastering complex rules or memorizing the details of a campaing setting, instead of getting involved in the story, I will ask you to leave.

end rant
 

Actually, I think the Adventure Kit does a pretty good job at what it's supposed to do.
Yes and no...

It's good if you've got no-one to introduce the game to you, or you're introducing your kids (that's probably what it's designed for). As an incentive to "grandfather" non-kids into the game it's a lot below par, and given that that's the way most people at teenager age and above seem to get into D&D, I think it fails on those terms...there's no middle ground to introduce folks to the game between the depthless and the overcomplex, unless you look to older editions.
 
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Yes

I also was not impressed with the adventure set. Why? Because I paid 10 dollars for a sample of the real game.

No matter how good it looked and what they included with it I was still upset at the limited amount of rules they put in there. Basically a sampler until you bought 3e which came out a few months later.

I know because I remember it well back in 2000.

I agree with everything Merric says and I also House rule heavily in my 3e games to make them much simpler. A key to this is setting the rules down before playing and THEN inviting interested players to join in.

My gaming group plays a slightly stripped down version of 3e right now and everyone loves it.

A few examples of house rules in my game among others:
No multi-classes
No Prestige stuff
No Sorcerers (a pure personal choice)
No rules-lawyers (basically the DM has final say in all matters)

Some people may think stripping D&D3e down is absolutely horrible but I guess the only thing that matters is you and the people you play with. Its also the best way for our group to play a game and feel like they are playing O(A)D&D

I would definitely support anyone who would release a Basic D&D 3e set. Again, per Merric's suggestions. ;)
 

I have not read this whole thread yet, so forgive me if this has been mentioned before.

I recently bought the Temple of Elemental Evil PC game at Sam's Club. (It was only $16.89!) Since I have SO many other projects and games going on right now I haven't played it yet, but am looking forward to it for the 3.5 rules alone.

However, one thing that did strike me about this computer game was the manual! It's a neat little spiral bound package that reads like a streamlined set of rules. It's all in there, kinda like a mini-PHB. Just holding it in my hands makes me want to have multiple copies of this book and hand them out to people and run an entire campaign using it! It made me long for the days when all we needed was a little rule book and a lot of imagination. Now, it seems, things are the other way around.

I truly hope WOTC takes some tips from the video game documentation dept. :D
 
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Well, I bought the Starter set for my nephew for this past Christmas and he loved it. He actually put down his Gameboy to play,a rare event. He's about 10 years old and I'd say it was a good fit for him since he has never played anything like that (well, he has played the Baldur's Gate computer game). At least for that age group, I think the box set was great.
 

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