D&D 3E/3.5 Here's What I Wish I Could Fix About 3E/4E

Delta

First Post
The new player experience, as regards making the first character, as presented in the core rules on PHB p. 4-5. I'm talking about complete newbie material, a newcomer being invited to RPGs for the very first time.

The number of decisions to make at 1st level should be very small.

D&D should be easy to get into, easy to make the first character, like in OD&D: pick race, class, equipment, and you're done. Character customization is a good thing (skills, feats, more spells, domains, etc.) but the problem is it's front-loaded at 1st level for the new player.

Ideally, it should be the other way around: very few choices to be made at 1st level; more and more options opening up, as rules-mastery grows with the higher-level character. If you want a wide-open campaign for expert players, have it start at a higher level. But the way it stands now, the greatest number of decisions (ability placement, skill points to spend, feats to pick, spells to select, etc.) all occur at 1st level, where it is a barrier-to-entry to the complete newbie trying to enter the system.

That's the #1 thing I'd like to see fixed in the d20 System version of D&D.
 
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Isn't there a beginners' version of 3e? I thought WotC released something along these lines a while back. . .

Well, maybe not exactly what you're proposing (a partial return to the ways of RC D&D, perhaps), but in the same vicinity..?
 

Delta said:
The new player experience, as regards making the first character, as presented in the core rules on PHB p. 4-5. I'm talking about complete newbie material, a newcomer being invited to RPGs for the very first time.

The number of decisions to make at 1st level should be very small.

D&D should be easy to get into, easy to make the first character, like in OD&D: pick race, class, equipment, and you're done. Character customization is a good thing (skills, feats, more spells, domains, etc.) but the problem is it's front-loaded at 1st level for the new player.

Ideally, it should be the other way around: very few choices to be made at 1st level; more and more options opening up, as rules-mastery grows with the higher-level character. If you want a wide-open campaign for expert players, have it start at a higher level. But the way it stands now, the greatest number of decisions (ability placement, skill points to spend, feats to pick, spells to select, etc.) all occur at 1st level, where it is a barrier-to-entry to the complete newbie trying to entry the system.

That's the #1 thing I'd like to see fixed in the d20 System version of D&D.


Im afraid that having extremely limited options just because your character is low level would get very old, very quick, for anyone beyond a first time gamer. If you want limited options at character creation for new players, then limit thier options as a DM. Dont have the system be limited in itself for all new characters. It may well be all fine and dandy for those new to the system, but to anyone with any experience with it (wich will eventually include everyone who uses it) it will fast become an annoying inconvenience.
 

Delta said:
The new player experience, as regards making the first character, as presented in the core rules on PHB p. 4-5. I'm talking about complete newbie material, a newcomer being invited to RPGs for the very first time.

The number of decisions to make at 1st level should be very small.

D&D should be easy to get into, easy to make the first character, like in OD&D: pick race, class, equipment, and you're done. Character customization is a good thing (skills, feats, more spells, domains, etc.) but the problem is it's front-loaded at 1st level for the new player.

Ideally, it should be the other way around: very few choices to be made at 1st level; more and more options opening up, as rules-mastery grows with the higher-level character. If you want a wide-open campaign for expert players, have it start at a higher level. But the way it stands now, the greatest number of decisions (ability placement, skill points to spend, feats to pick, spells to select, etc.) all occur at 1st level, where it is a barrier-to-entry to the complete newbie trying to entry the system.

That's the #1 thing I'd like to see fixed in the d20 System version of D&D.

Ever seen the character packages at the end of all the base classes? Hmm, problem solved! :p
 

Gotta agree with Aaron L.

If there is too many options for the first timer, then limit their choices for them until they get some experience.

For example, I frequently tell the first timer that they are going to be a fighter (therefore they don't get a choice of class) A fighter is a simple concept for them to handle - put on the best armor you can get, get the best weapon you like and try to pound the bad guys to paste. The low number of skill points and skill point options for the fighter makes skills easy to do, even for a first timer. Select a small pool of nice starting feats (like power attack, cleave, etc) for the newbie fighter to pick from. Equip him, explain basic fighter tactics to him and set him loose...

Easy to do and you don't limit the choice of others. Just limit the options of the beginners until they get a handle on the rules and the like.
 

Delta said:
The new player experience, as regards making the first character, as presented in the core rules on PHB p. 4-5. I'm talking about complete newbie material, a newcomer being invited to RPGs for the very first time.

The number of decisions to make at 1st level should be very small.
I really like the idea of having an optional 0-level. Time spent at this level should be very short, perhaps 50-100 xp.
 

So, we've moved from predicting when 4e is coming out to already offering fixes for it?? ;)

I like the idea of simple character generation with few choices in the main book. Other books can complicate it and offer more choices for those who want it.
 

I think that what would be needed, in a bid for simplicity, would be a template/archetype/package system. You could pick from a list of race/class combinations where most of the work is already done, with a few customizing elements. So, a new player would have the option of doing standard character building or they could pick a template.

Shadowrun used to do this (I do not know if they still do or not). It was a great way to quickly get into the game. They could create a set of 10 to 12 different templates to put into the book, with more available as a web enhancement.
 

sjmiller said:
I think that what would be needed, in a bid for simplicity, would be a template/archetype/package system. You could pick from a list of race/class combinations where most of the work is already done, with a few customizing elements.

We have that, in the example characters, but I think it wouldn't be a bad idea to feature them more prominantly. A half-page with the iconic illustration, stats and equipment, etc.
 

sjmiller said:
I think that what would be needed, in a bid for simplicity, would be a template/archetype/package system. You could pick from a list of race/class combinations where most of the work is already done, with a few customizing elements. So, a new player would have the option of doing standard character building or they could pick a template.

Shadowrun used to do this (I do not know if they still do or not). It was a great way to quickly get into the game. They could create a set of 10 to 12 different templates to put into the book, with more available as a web enhancement.
As others have noted, this is already in the game by way of starting packages.

What I'd like to see is a 0-level, with d4 HD, no Feats, no BAB, no save bonuses, and a choice of one set of basic class features from a "menu" - and you don't necessarily have to go into that class, but you lose the feature(s) if you go into a different class. Perhaps you could start with 4 skill points as well, since that's the minimum you can have at 1st level.
 

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