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Is Generational factors changing D&D?
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<blockquote data-quote="Imaro" data-source="post: 3307954" data-attributes="member: 48965"><p>I am 29 and started playing D&D when I was about ten. I have exspresed my views in numerous topics on the board as far as this is concerned but...here I go.</p><p></p><p>Yes D&D needs to START simpler. I especially realized both the viability and benefits of this during my interaction with 3.x. I think a basic game should be created with supplemental add-ons that add complexity to the rules. My ideal D&D basic game would be something similar to Castles and Crusades(with limited classes and races though). You can make a character up in about ten to fifteen minutes, most of your abilities are pre-determined and either a "general" skill system or very broad system with each class just having the skills that make sense for it. Magic should have a set of "basic" utilitarian spells. </p><p></p><p>Why? Playing is the heart of the game and the quicker you can get to that(with new players or casual players) the quicker you get them interested. IMHO character creation(with it's numerous options isn't all that fun for someone who doesn't understand the nuances of the game. In fact it can get downright frustrating as you try to explain concepts that would be better illustrated in gameplay, especially concerning feats, spells and skills. It's sort of like writing short stories, you want to catch the readers attention as quickly as possible. I know some will say use pre-gens but then I think you're doing the game a disservice since I do think one of its appeals is to have "your" character. </p><p> </p><p>D&D could then have a supplemental rules-set that adds feats or class substitution abilities, new ways to do skills, new classes(or a system to design your own), expanded spells etc. This is like a novel by the aforementioned short story writer. You've gotten a taste of his writing, and you know whether you like it or not and thus are more willing to invest time and money into a novel by said author. </p><p></p><p> I know as a grown man I have plenty of responsibilities as far as work, getting bills paid, a son, familial obligations etc. If I have a group that's down for a long term campaign then cool we can use the add-on rules. If I have friends over who are curious about the game and want an impromptu session then I think the basic game would be better. </p><p>In the end IMHO it's the best of both worlds, you don't want D&D dumbed down use all the optional rules. Want a simpler system or just starting out in rpg's just use the basic set. This is WotC's model for sales anyway.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3307954, member: 48965"] I am 29 and started playing D&D when I was about ten. I have exspresed my views in numerous topics on the board as far as this is concerned but...here I go. Yes D&D needs to START simpler. I especially realized both the viability and benefits of this during my interaction with 3.x. I think a basic game should be created with supplemental add-ons that add complexity to the rules. My ideal D&D basic game would be something similar to Castles and Crusades(with limited classes and races though). You can make a character up in about ten to fifteen minutes, most of your abilities are pre-determined and either a "general" skill system or very broad system with each class just having the skills that make sense for it. Magic should have a set of "basic" utilitarian spells. Why? Playing is the heart of the game and the quicker you can get to that(with new players or casual players) the quicker you get them interested. IMHO character creation(with it's numerous options isn't all that fun for someone who doesn't understand the nuances of the game. In fact it can get downright frustrating as you try to explain concepts that would be better illustrated in gameplay, especially concerning feats, spells and skills. It's sort of like writing short stories, you want to catch the readers attention as quickly as possible. I know some will say use pre-gens but then I think you're doing the game a disservice since I do think one of its appeals is to have "your" character. D&D could then have a supplemental rules-set that adds feats or class substitution abilities, new ways to do skills, new classes(or a system to design your own), expanded spells etc. This is like a novel by the aforementioned short story writer. You've gotten a taste of his writing, and you know whether you like it or not and thus are more willing to invest time and money into a novel by said author. I know as a grown man I have plenty of responsibilities as far as work, getting bills paid, a son, familial obligations etc. If I have a group that's down for a long term campaign then cool we can use the add-on rules. If I have friends over who are curious about the game and want an impromptu session then I think the basic game would be better. In the end IMHO it's the best of both worlds, you don't want D&D dumbed down use all the optional rules. Want a simpler system or just starting out in rpg's just use the basic set. This is WotC's model for sales anyway. [/QUOTE]
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