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In Depth Critique of Part 3 of Basic Rules
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<blockquote data-quote="Tony Vargas" data-source="post: 6354211" data-attributes="member: 996"><p>This was something I noticed and voiced concerns about during the playtest. The impression I get is that the 5e approach to new-player-accessibility is to provide an experience similar to that new players would have had c1979 ('89, for that matter, since the game changed little). That's a very understandable approach, since an awful lot of us, including some on the design team, I'm sure, had exactly those experiences, and we still love the game today, right!?</p><p></p><p>There are two problems with the idea. The really obvious one is that it's not 1979. Maybe slightly less obvious is that we grognards who still play D&D after having had those experiences don't represent a very sizable minority of the millions of people who tried D&D at the height of the 80s fad. Most people who had those first experiences don't play the game anymore, and haven't for something like 30 years. </p><p></p><p>So, maybe the high mortality rate isn't the best thing to hook new players. </p><p></p><p>Then again, maybe it serves the purpose of making the game /seem/ deadly at a first impression, so as the PCs get mountains of hps and spells and other resources and cease to ever be in as much danger, the aura of danger from those early levels remains?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6354211, member: 996"] This was something I noticed and voiced concerns about during the playtest. The impression I get is that the 5e approach to new-player-accessibility is to provide an experience similar to that new players would have had c1979 ('89, for that matter, since the game changed little). That's a very understandable approach, since an awful lot of us, including some on the design team, I'm sure, had exactly those experiences, and we still love the game today, right!? There are two problems with the idea. The really obvious one is that it's not 1979. Maybe slightly less obvious is that we grognards who still play D&D after having had those experiences don't represent a very sizable minority of the millions of people who tried D&D at the height of the 80s fad. Most people who had those first experiences don't play the game anymore, and haven't for something like 30 years. So, maybe the high mortality rate isn't the best thing to hook new players. Then again, maybe it serves the purpose of making the game /seem/ deadly at a first impression, so as the PCs get mountains of hps and spells and other resources and cease to ever be in as much danger, the aura of danger from those early levels remains? [/QUOTE]
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