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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: which new players?
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<blockquote data-quote="MrMyth" data-source="post: 5269170" data-attributes="member: 61155"><p>Not quite sure if this statement was meant as dismissively as it sounded, or if I'm misreading it completely, but...</p><p> </p><p>...look, I've got gamers in my group for whom the approach of Essentials would be fantastic for. These aren't kids, and they aren't deaf, dumb or blind, but they can easily get caught up in the pile of options and choices involved in both building and playing a character, not to mention subtle mechanical differences between things like immediates and opportunity attacks and the like. </p><p> </p><p>I have to imagine that many kids starting out the game are in a similar place. And those are the things that Essentials seems to be targeting to make the game more accessible. </p><p> </p><p></p><p> </p><p>I really don't get this claim that "class D&Disms" are inherently clunky and unintuitive. Almost all the ones we've seen thus far are much more about flavor than mechanics. The Mage build gets a choice of Schools to focus in, rather than the Wizard's usual focus on a specific implement. </p><p> </p><p>Something that appeals to classic players, is balanced alongside the existing stuff, and shouldn't be remotely an issue for new players to get into. </p><p> </p><p>I'm just not sure where this idea came from, that "classic flavor" and "intuitive mechanics" are somehow opposed. It isn't as though they are actually taking mechanics of earlier editions and copy-pasting them into the game! They are just taking elements of flavor and presentation and adapting those to the current system. </p><p> </p><p>For completely new kids? The truth is, if they don't know D&D one way or another, they won't notice such elements one way or another. With nothing to compare it to, those flavor elements from the past will be read as just as natural as completely new stuff developed with 4E.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5269170, member: 61155"] Not quite sure if this statement was meant as dismissively as it sounded, or if I'm misreading it completely, but... ...look, I've got gamers in my group for whom the approach of Essentials would be fantastic for. These aren't kids, and they aren't deaf, dumb or blind, but they can easily get caught up in the pile of options and choices involved in both building and playing a character, not to mention subtle mechanical differences between things like immediates and opportunity attacks and the like. I have to imagine that many kids starting out the game are in a similar place. And those are the things that Essentials seems to be targeting to make the game more accessible. I really don't get this claim that "class D&Disms" are inherently clunky and unintuitive. Almost all the ones we've seen thus far are much more about flavor than mechanics. The Mage build gets a choice of Schools to focus in, rather than the Wizard's usual focus on a specific implement. Something that appeals to classic players, is balanced alongside the existing stuff, and shouldn't be remotely an issue for new players to get into. I'm just not sure where this idea came from, that "classic flavor" and "intuitive mechanics" are somehow opposed. It isn't as though they are actually taking mechanics of earlier editions and copy-pasting them into the game! They are just taking elements of flavor and presentation and adapting those to the current system. For completely new kids? The truth is, if they don't know D&D one way or another, they won't notice such elements one way or another. With nothing to compare it to, those flavor elements from the past will be read as just as natural as completely new stuff developed with 4E. [/QUOTE]
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Essentials: which new players?
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