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In Interview with GamesRadar, Chris Perkins Discusses New Books
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<blockquote data-quote="TwoSix" data-source="post: 9299050" data-attributes="member: 205"><p>I think this is correct, but I think they've taken it in the wrong direction.</p><p></p><p>The desire to break the character creation down into several bite-size pieces, that all have dependencies and constraints, is what causes analysis paralysis. The game should instead present subclass as the exciting, first choice you make. 50 options of 1-2 page spreads explaining the subclass (which should just be renamed "class"), and all the distinct features it gets, with some cool art to provoke interest. You don't want new players to be analyzing their choice, you want them to be flipping through the book, seeing something that catches their eye and makes them say "I want to play <em>that</em>". </p><p></p><p>Then that subclass gives them everything they need to start. Stats are listed, skills are listed, weapons and armor, AC, etc. Then race and background let you add a little color and a special ability or two. </p><p></p><p>"Class" is just "class type" and lists the core mechanics your class gets at certain levels, like feats and extra attack and spell slots.</p><p></p><p>Then the DMG exists to explain how to reverse engineer everything and do swaps for stats, skills, etc. </p><p></p><p>And you can do this while maintaining full backwards compatibility with characters built the 2014 way. It's just a rearrangement of how the information is presented, with slightly edited class progressions and racial features.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9299050, member: 205"] I think this is correct, but I think they've taken it in the wrong direction. The desire to break the character creation down into several bite-size pieces, that all have dependencies and constraints, is what causes analysis paralysis. The game should instead present subclass as the exciting, first choice you make. 50 options of 1-2 page spreads explaining the subclass (which should just be renamed "class"), and all the distinct features it gets, with some cool art to provoke interest. You don't want new players to be analyzing their choice, you want them to be flipping through the book, seeing something that catches their eye and makes them say "I want to play [i]that[/i]". Then that subclass gives them everything they need to start. Stats are listed, skills are listed, weapons and armor, AC, etc. Then race and background let you add a little color and a special ability or two. "Class" is just "class type" and lists the core mechanics your class gets at certain levels, like feats and extra attack and spell slots. Then the DMG exists to explain how to reverse engineer everything and do swaps for stats, skills, etc. And you can do this while maintaining full backwards compatibility with characters built the 2014 way. It's just a rearrangement of how the information is presented, with slightly edited class progressions and racial features. [/QUOTE]
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