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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: which new players?
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<blockquote data-quote="JohnSnow" data-source="post: 5278741" data-attributes="member: 32164"><p>My experience differs from yours. I've introduced 4e to both total newbies and lapsed gamers. Sure, the gamers who haven't played much since 1e or 2e found some of the new rules different, but nothing to balk at. The newbies also had no preconceptions. However, other rules were met with either acceptance or resistance, depending on the gamer. Where I noticed a definable discrepancy in my group was not between total newbies and lapsed gamers, but between what I would call analytical and creative types.</p><p></p><p>The analytical people (who included 2 veteran gamers and one newbie) embraced the fiddly gamist bits, like at-will, encounter, and daily powers. They also loved powers that let them push, pull, slide, and otherwise manipulate the battlefield. This included one newbie gal who grokked it all in her first game. Of them, 2 of the 3 (both the vets) opted for spellcasters.</p><p></p><p>The creative types included two veteran gamers and 1 newbie (my wife). They all embraced the classes, but tended to fall back mostly on their at-wills & basic attacks. When it was pointed out to them that they had dailies, the paladin player was okay with it (but tended not to fall back on it), whereas those playing rangers or rogues found it "weird." The swordmage player (one of my vets) opted for that because he didn't like the notion of a "fighter with dailies" - it held no appeal for him. In our second game, the paladin player switched to a rogue and started focusing more on at-wills and setting up for sneak attack. She'd have gone apeshit over a "backstab" option. In that second game, my wife gave up her rogue and opted for a ranger, where it was all twin strike, all the time.</p><p></p><p>A final player was what I like to call Analtyical-Creative. He could handle either. However, after fiddling with a Warlord for one session, he opted to rebuild his character as a ranger - the warlord was too fiddly and tactical for his taste. I should also mention that the "Creative type" players, including him, were also way more likely to embrace and ask about what I like to call p. 42 options - things outside of their PC's designated power set.</p><p></p><p>That's an important point. "Powers" are not the only place for creativity in the game. There are people who would rather create their own cool moves out of a series of simpler actions than fall back on a designated list. It seems to me that offering some simpler classes will free up more brainspace for creative actions in play, thus catering to those people's tastes.</p><p></p><p>Some players just like going outside the box. It doesn't mean they're dumb - just that their brains work differently.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5278741, member: 32164"] My experience differs from yours. I've introduced 4e to both total newbies and lapsed gamers. Sure, the gamers who haven't played much since 1e or 2e found some of the new rules different, but nothing to balk at. The newbies also had no preconceptions. However, other rules were met with either acceptance or resistance, depending on the gamer. Where I noticed a definable discrepancy in my group was not between total newbies and lapsed gamers, but between what I would call analytical and creative types. The analytical people (who included 2 veteran gamers and one newbie) embraced the fiddly gamist bits, like at-will, encounter, and daily powers. They also loved powers that let them push, pull, slide, and otherwise manipulate the battlefield. This included one newbie gal who grokked it all in her first game. Of them, 2 of the 3 (both the vets) opted for spellcasters. The creative types included two veteran gamers and 1 newbie (my wife). They all embraced the classes, but tended to fall back mostly on their at-wills & basic attacks. When it was pointed out to them that they had dailies, the paladin player was okay with it (but tended not to fall back on it), whereas those playing rangers or rogues found it "weird." The swordmage player (one of my vets) opted for that because he didn't like the notion of a "fighter with dailies" - it held no appeal for him. In our second game, the paladin player switched to a rogue and started focusing more on at-wills and setting up for sneak attack. She'd have gone apeshit over a "backstab" option. In that second game, my wife gave up her rogue and opted for a ranger, where it was all twin strike, all the time. A final player was what I like to call Analtyical-Creative. He could handle either. However, after fiddling with a Warlord for one session, he opted to rebuild his character as a ranger - the warlord was too fiddly and tactical for his taste. I should also mention that the "Creative type" players, including him, were also way more likely to embrace and ask about what I like to call p. 42 options - things outside of their PC's designated power set. That's an important point. "Powers" are not the only place for creativity in the game. There are people who would rather create their own cool moves out of a series of simpler actions than fall back on a designated list. It seems to me that offering some simpler classes will free up more brainspace for creative actions in play, thus catering to those people's tastes. Some players just like going outside the box. It doesn't mean they're dumb - just that their brains work differently. [/QUOTE]
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