I basically copied the Wikipedia description for the 'Magic: The Gathering' collectible card game, hence my reference to the different colours...I assume that's a specific reference but it escapes me.
I basically copied the Wikipedia description for the 'Magic: The Gathering' collectible card game, hence my reference to the different colours...I assume that's a specific reference but it escapes me.
I didn't mean to suggest anything 'against' 4E. I'm an ardent 4E addict, after all.I think that people who can't get, or dislike, the concept of exception based rules are the ones for whom this game is not a good fit, and probably are more likely to be a 3.x/Pathfinder fan. These are the people who like an explanation in the rules for every ability a creature can have, how that fits into the overall mechanism of the game. Players who like extensive understanding over how the system works, and how their characters interact with that world. 4E throws that all out the window.
I didn't mean to suggest anything 'against' 4E. I'm an ardent 4E addict, after all.
I'm just trying to explain how trying to extrapolate an intended audience for Essentials ('old new players' vs' new new players') based on the mechanics (were they conceived as 'The Return of the Old School Mechanics' or the 'Less Exceptions-Based Resource Management, More At-Will Empowerment!') is a mistake, since it assumes that all players of a given demographic think/learn rules the same way, when they don't.
(/BA Psych degree talking)
I agree entirely and wholeheartedly with your premise, but not necessarily with your supporting statements.In my honest and very long time opinion, I don't believe Essentials is going to bring any more new gamers to the table than normal 4th edition has.
Seems to me that Wizards is grasping straws here and it almost seems like they are desperate for customers.
There is nothing that an Archer Ranger nor a Two Weapon Fighting Ranger can't do with regards to teaching younger kids how to play the game that the Essentials can do better.
Most people need a group to play D&D. This solo crap is what it is in a nutshell. Having a group and using trial and error is how the game is learned. I'm sorry but there is no gaming group on this planet that has played any RPG perfectly right out of the box. Perfection is something that Wizards is trying to reach and I'm afraid that will never happen.
Sticking some books in a "Red Box" isn't going to make a difference. Wizards bringing out the "Red Box" "again" should be your clue as to which crowd they are gearing this toward.
Another thing I want to know is what happens when a new DM that starts with the Essentials suddenly has people coming to their table bringing Pre-Essentials characters to the table?
I think this is going to be a train wreck and I can't help but watch. If I am wrong then good luck to Wizards and if I am right well then Wizards is going to need all the luck they can get.
But it was Festivus talking? *confused*So, not specifically addressing you, but I'm amazed at the number of people here who assert without evidence that the Essentials approach is just not going to acquire new gamers. I'd be interested in knowing what these people suggest instead, but maybe they have no suggestions. Which is fine, because it's not their job to get more customers. It IS WotC's.
ourchair said:But it was Festivus talking? *confused*![]()
Not sure if I'm lumped in with those people or not, but I want to make a subtle distinction. It may well acquire plenty of new gamers. The presentation, vis a vis box, price points, etc is clearly aimed at the actual newbie. But that is quite distinct from the rules changes. In my mind, taken together, the presentation and the rules changes represent two steps forward and two steps back. Alas, there may not be any coming together, as opposites don't really attract in this situation.So, not specifically addressing you, but I'm amazed at the number of people here who assert without evidence that the Essentials approach is just not going to acquire new gamers. I'd be interested in knowing what these people suggest instead, but maybe they have no suggestions. Which is fine, because it's not their job to get more customers. It IS WotC's.
IME, the 4e rules were already doing a very good job with new gamers. It was my assertion in a couple of threads that 4e is pretty intuitive to a new gamer, possibly, IMO more so than what we've seen of the martial classes in 4eE.
If WotC has solid data to prove me wrong (i.e. lots of newbies who can't grok the rules), that's fine. If they've decided that lapsed gamers are as big or bigger a target, that's also fine. I'm just speaking from my experience, which is that 4e has been far easier to bring to new gamers than 2e or 3e ever were. The creeping return of old and busted D&D memes to 4e isn't going to make it easier to keep new people playing, IMO. YMMV and all that.
Sure. But again, we're back to dueling anecdotes and IME here, but... IME, the best sources of new PnP gamers are people who are accustomed to using powers, cooldowns, etc. They are completely aware that D&D is a game, and many games work that way for a variety of reasons, mostly having to do with balance and playability.I'm guessing that while the rules for 4e were/are easy to understand, there are probably a lot (many of them on this board) that can't get past the "why can't my fighter retry that encounter power???" thing.
So while they understand quite readily "how" an encounter power works, they can't (or in some cases don't enjoy) aligning it to their imaginations.
I don't think it's fair to say that's an issue only "lapsed players" have.
Sure. But again, we're back to dueling anecdotes and IME here, but... IME, the best sources of new PnP gamers are people who are accustomed to using powers, cooldowns, etc. They are completely aware that D&D is a game, and many games work that way for a variety of reasons, mostly having to do with balance and playability.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.