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Essentials: which new players?
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<blockquote data-quote="JohnSnow" data-source="post: 5272261" data-attributes="member: 32164"><p>I think you hit the nail on the head with the first part. It is about reducing the need for tactical decisions, simplified resource management and choice during character construction. But I think you're wrong that those things are there for just for kids.</p><p></p><p>They're there for kids as well as anyone else who might find those things desirable. That's potentially a LOT of people (I've already had some in my 4e games: mostly new players and anybody who skipped 3e). Heck, even some people who played 3e will like it - the kind who dropped it in favor of, say, <em>Castles & Crusades</em>, but then found that system a little too limited.</p><p></p><p>Did you ever notice that even in "rules-light" RPGs, the spellcaster is still a pretty complex class to play? It's the fighter and similar that always get simplified.</p><p></p><p>I'm not saying that the mental disconnect some people see with martial powers was THE motivating factor behind the shift. But when you're trying to cut down on tactical and character creation decisions, as well as simplify resource management, then IF you see a way to address the mental disconnect at the same time, you might as well do it. Because at worst, it's no better than what you had, and at best, you remove a potential source of trouble for people.</p><p></p><p>My two cents.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5272261, member: 32164"] I think you hit the nail on the head with the first part. It is about reducing the need for tactical decisions, simplified resource management and choice during character construction. But I think you're wrong that those things are there for just for kids. They're there for kids as well as anyone else who might find those things desirable. That's potentially a LOT of people (I've already had some in my 4e games: mostly new players and anybody who skipped 3e). Heck, even some people who played 3e will like it - the kind who dropped it in favor of, say, [I]Castles & Crusades[/I], but then found that system a little too limited. Did you ever notice that even in "rules-light" RPGs, the spellcaster is still a pretty complex class to play? It's the fighter and similar that always get simplified. I'm not saying that the mental disconnect some people see with martial powers was THE motivating factor behind the shift. But when you're trying to cut down on tactical and character creation decisions, as well as simplify resource management, then IF you see a way to address the mental disconnect at the same time, you might as well do it. Because at worst, it's no better than what you had, and at best, you remove a potential source of trouble for people. My two cents. [/QUOTE]
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