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Best edition for new players: pick any two
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<blockquote data-quote="delericho" data-source="post: 5430158" data-attributes="member: 22424"><p>I disagree. For new players, the ability to create unique character concepts is rather overrated. They need to be able to quickly build some classic archetypes and get playing.</p><p></p><p>Once they've played a bit (define "a bit" to suit), they'll probably have more of a handle on the notion of playing a unique character, and can explore the options. And 4e has <em>a lot</em> of options.</p><p></p><p>Ultimately, for a class-based system to support "creating any character you can dream of", the system either needs to handwave an awful lot (Bob and Joe are mechanically identical, but they're totally different characters), or it needs a huge number of options.</p><p></p><p>I do certainly believe 4e could be <em>better</em> for introducing the game to new players, and then growing with them. But then, that's been true of <em>every</em> edition and <em>every</em> starter set since the end of the boxed sets from the BECMI D&D (not the Rules Cyclopedia), and even that was not without its flaws.</p><p></p><p>As for your stated topic, picking any two editions as "best" for a newbie: it depends on whether there's someone to walk them through getting started.</p><p></p><p>If there isn't, I say going with the current edition (4e for now) is the best way to go. There's just so much more support out there, especially on the messageboards.</p><p></p><p>If there is an "old hand" around to show them the ropes, then the best edition is that "old hand's" edition of choice. That's the one he'll inevitably be most passionate about, almost certainly be the one he's most expert in, and will be the one he's best able to introduce to new players.</p></blockquote><p></p>
[QUOTE="delericho, post: 5430158, member: 22424"] I disagree. For new players, the ability to create unique character concepts is rather overrated. They need to be able to quickly build some classic archetypes and get playing. Once they've played a bit (define "a bit" to suit), they'll probably have more of a handle on the notion of playing a unique character, and can explore the options. And 4e has [i]a lot[/i] of options. Ultimately, for a class-based system to support "creating any character you can dream of", the system either needs to handwave an awful lot (Bob and Joe are mechanically identical, but they're totally different characters), or it needs a huge number of options. I do certainly believe 4e could be [i]better[/i] for introducing the game to new players, and then growing with them. But then, that's been true of [I]every[/I] edition and [I]every[/I] starter set since the end of the boxed sets from the BECMI D&D (not the Rules Cyclopedia), and even that was not without its flaws. As for your stated topic, picking any two editions as "best" for a newbie: it depends on whether there's someone to walk them through getting started. If there isn't, I say going with the current edition (4e for now) is the best way to go. There's just so much more support out there, especially on the messageboards. If there is an "old hand" around to show them the ropes, then the best edition is that "old hand's" edition of choice. That's the one he'll inevitably be most passionate about, almost certainly be the one he's most expert in, and will be the one he's best able to introduce to new players. [/QUOTE]
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