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How many core classes can we expected in 4th ed?
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<blockquote data-quote="Mercule" data-source="post: 2923613" data-attributes="member: 5100"><p>I understand what you're saying. I absolutely love to try new game systems.</p><p></p><p>The thing is, that's what the world beyond D&D is for. D&D really is the baseline, the easy-play game. Classes help to make that possible.</p><p></p><p>The "schtick" of D&D is that any schlub can sit down at the table and create a basic character in ten minutes. Granted, with all the expansion material, you <u>can</u> complicate things to the point of making heads explode. But, when you get down to it, you can introduce your girlfriend (to pick an example) to D&D and have her up and running, with a 1st level character of almost any class in about as much time as it takes to learn a typical high-end (Godstorm, Settlers of Catan, etc.) board game. I know, because I've introduced a lot of people to gaming.</p><p></p><p>If you look at Hero (chosen because I pulled out my 5th Ed book this weekend), you can build a character for someone and kinda get them up and running in about that length of time, but they're gonna be a bit lost as to <u>why</u> they're rolling the dice they need to roll, etc. And that's for a fighter-type character. Heaven help you if they want to be a wizard.</p><p></p><p>Something else I've noticed about D&D is that the structure really does make it like riding a bike. I took a seven or eight year hiatus from D&D, in the 90s, and went off to play WoD and Hero (among other games). I'd even sold most of my books. In 1999, I had a chance to join a 2E game, in process. I didn't have any problem cracking open the PHB, creating a wizard of the appropriate level and being an active, constructive participant in the first session. Looking at Hero, this weekend, I can safely say that I don't retain that sort of memory of the system after only a five year break since my last game.</p><p></p><p>D&D is not, and should not be, the avante-gard game system. It has a different niche, which it fills well.</p></blockquote><p></p>
[QUOTE="Mercule, post: 2923613, member: 5100"] I understand what you're saying. I absolutely love to try new game systems. The thing is, that's what the world beyond D&D is for. D&D really is the baseline, the easy-play game. Classes help to make that possible. The "schtick" of D&D is that any schlub can sit down at the table and create a basic character in ten minutes. Granted, with all the expansion material, you [u]can[/u] complicate things to the point of making heads explode. But, when you get down to it, you can introduce your girlfriend (to pick an example) to D&D and have her up and running, with a 1st level character of almost any class in about as much time as it takes to learn a typical high-end (Godstorm, Settlers of Catan, etc.) board game. I know, because I've introduced a lot of people to gaming. If you look at Hero (chosen because I pulled out my 5th Ed book this weekend), you can build a character for someone and kinda get them up and running in about that length of time, but they're gonna be a bit lost as to [u]why[/u] they're rolling the dice they need to roll, etc. And that's for a fighter-type character. Heaven help you if they want to be a wizard. Something else I've noticed about D&D is that the structure really does make it like riding a bike. I took a seven or eight year hiatus from D&D, in the 90s, and went off to play WoD and Hero (among other games). I'd even sold most of my books. In 1999, I had a chance to join a 2E game, in process. I didn't have any problem cracking open the PHB, creating a wizard of the appropriate level and being an active, constructive participant in the first session. Looking at Hero, this weekend, I can safely say that I don't retain that sort of memory of the system after only a five year break since my last game. D&D is not, and should not be, the avante-gard game system. It has a different niche, which it fills well. [/QUOTE]
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How many core classes can we expected in 4th ed?
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