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Is D&D an entry level game?
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<blockquote data-quote="Thia Halmades" data-source="post: 2721609" data-attributes="member: 35863"><p>Wait... what do we mean when we say 'entry level game?' That it's accessible for new people? Absolutely it is. A lot of us can cite the depth of the system, the complexity of design, etc. etc. But straight up:</p><p></p><p>- All things are determined by a d20, and the math is persistant. Add things to the roll, compare it to another number to determine success or failure.</p><p></p><p>- Specific actions garner specific rewards (creatures give Xp, treasure makes you more powerful, etc.)</p><p></p><p>- You pick a race, a class, and roll six stats. You allocate some number (saves, skills, HP) and calculate your AC. Compared to, say, Shadowrun or HERO, it's remarkably straight forward; the heavy lifting has been done.</p><p></p><p>That's entry level, IMO. I'm not saying the system doesn't have depth; I'm saying that if I wanted to teach someone about RPGs, this is a great one because so much is already in there. Here are some templates, stack one (a race) on another (a class), do some basic math and assign some points, and you're off to the races.</p><p></p><p>Can you get bogged down in feat selection, combos, and spell choices? Oh, yes, entirely. But as a new player you don't learn all that at first blush; you get 'a sword.' You get "a couple of spells." Then you gain a level, and someone walks you through the next build phase. By the time you're 10th level, you'll have a pretty decent grasp on the mechanics, the equipment, how those things affect you and what you can do.</p><p></p><p>So I say yes.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2721609, member: 35863"] Wait... what do we mean when we say 'entry level game?' That it's accessible for new people? Absolutely it is. A lot of us can cite the depth of the system, the complexity of design, etc. etc. But straight up: - All things are determined by a d20, and the math is persistant. Add things to the roll, compare it to another number to determine success or failure. - Specific actions garner specific rewards (creatures give Xp, treasure makes you more powerful, etc.) - You pick a race, a class, and roll six stats. You allocate some number (saves, skills, HP) and calculate your AC. Compared to, say, Shadowrun or HERO, it's remarkably straight forward; the heavy lifting has been done. That's entry level, IMO. I'm not saying the system doesn't have depth; I'm saying that if I wanted to teach someone about RPGs, this is a great one because so much is already in there. Here are some templates, stack one (a race) on another (a class), do some basic math and assign some points, and you're off to the races. Can you get bogged down in feat selection, combos, and spell choices? Oh, yes, entirely. But as a new player you don't learn all that at first blush; you get 'a sword.' You get "a couple of spells." Then you gain a level, and someone walks you through the next build phase. By the time you're 10th level, you'll have a pretty decent grasp on the mechanics, the equipment, how those things affect you and what you can do. So I say yes. [/QUOTE]
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