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<blockquote data-quote="Mistwell" data-source="post: 7428030" data-attributes="member: 2525"><p>That's not what I mean by equal. You seem really hung up on these issues of balance and equality rather than the concept I am getting at which has zero to do with those issues in the game.</p><p></p><p>I am talking purely about the perception of a new player approaching the game. Assume they know nothing. All they want to know is, in that very moment (not the future) if they buy into the game will they FEEL LIKE they're not far behind. Right then, as they enter the game.</p><p></p><p>Odds are once they get into the game these issues will go away. So future books are irrelevant, and the reality of balance and equality once actually playing is irrelevant. All I am addressing is the message in that moment to a new player about purely the perception of not being "behind". </p><p></p><p></p><p></p><p>Again, not the point. They don't want to hear about lots of options in that moment. That's not the theme of this edition anyway. And they're not going to read it in that moment either. They're saying to their friend or someone in the store "Hey, I am interested but I am worried about being behind and there seem to be lots of books" and the person can respond, "Don't worry, you can only use the Player's Handbook and one additional book of your choice anyway, like this latest one that just came out for example - nobody can use lots of books so nobody can fall behind or use some library of books". That's it. That's the moment of decision. None of the rest of this about preserving balance and preventing abuse and equality of footing and all that, none of it matters to that moment.</p><p></p><p>Now of course a more complicated system with such an intro paragraph could be phrased by a responder in that moment in an appealing way. But <strong>the more complex the answer the lower the odds the potential customer becomes an actual customer. </strong> This answer is super simple. Everyone gets it, and it's easy to understand. The complexities of the system you propose do not rival that simple answer.</p><p></p><p>The system you want is great for home play. It's what I use, it's what everyone I know uses other than those who play in AL. But, for the optics of selling to new customers at the game store, the system they came up with works best I suspect. Simple is far better for that point of sale pitch.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7428030, member: 2525"] That's not what I mean by equal. You seem really hung up on these issues of balance and equality rather than the concept I am getting at which has zero to do with those issues in the game. I am talking purely about the perception of a new player approaching the game. Assume they know nothing. All they want to know is, in that very moment (not the future) if they buy into the game will they FEEL LIKE they're not far behind. Right then, as they enter the game. Odds are once they get into the game these issues will go away. So future books are irrelevant, and the reality of balance and equality once actually playing is irrelevant. All I am addressing is the message in that moment to a new player about purely the perception of not being "behind". Again, not the point. They don't want to hear about lots of options in that moment. That's not the theme of this edition anyway. And they're not going to read it in that moment either. They're saying to their friend or someone in the store "Hey, I am interested but I am worried about being behind and there seem to be lots of books" and the person can respond, "Don't worry, you can only use the Player's Handbook and one additional book of your choice anyway, like this latest one that just came out for example - nobody can use lots of books so nobody can fall behind or use some library of books". That's it. That's the moment of decision. None of the rest of this about preserving balance and preventing abuse and equality of footing and all that, none of it matters to that moment. Now of course a more complicated system with such an intro paragraph could be phrased by a responder in that moment in an appealing way. But [B]the more complex the answer the lower the odds the potential customer becomes an actual customer. [/B] This answer is super simple. Everyone gets it, and it's easy to understand. The complexities of the system you propose do not rival that simple answer. The system you want is great for home play. It's what I use, it's what everyone I know uses other than those who play in AL. But, for the optics of selling to new customers at the game store, the system they came up with works best I suspect. Simple is far better for that point of sale pitch. [/QUOTE]
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