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Kate Welch on Leaving WotC
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<blockquote data-quote="Hurin70" data-source="post: 8076818" data-attributes="member: 6875491"><p>I agree that the new user experience is not great. Part of the problem, IMHO, is that 5e is designed as a nod to nostalgia rather than a guide for new players. Each class has its own mechanics, so even after playing a Fighter you have no idea how to play a Wizard. I've run first D&D sessions for many new groups, and found that players picked up 4e a lot easier than 5e. 5e has a lot of unintuitive rules (multiclassing for example), class-specific mechanics, fuzzy explanations (e.g. stealth), and a boatload of 'GM fiat', where the rules just leave it up to the GM to figure things out. However much that might be great for grognards like you and me, it is terrible for new players, especially new GMs.</p><p></p><p>I imagine that is the sort of thing she was talking about.</p></blockquote><p></p>
[QUOTE="Hurin70, post: 8076818, member: 6875491"] I agree that the new user experience is not great. Part of the problem, IMHO, is that 5e is designed as a nod to nostalgia rather than a guide for new players. Each class has its own mechanics, so even after playing a Fighter you have no idea how to play a Wizard. I've run first D&D sessions for many new groups, and found that players picked up 4e a lot easier than 5e. 5e has a lot of unintuitive rules (multiclassing for example), class-specific mechanics, fuzzy explanations (e.g. stealth), and a boatload of 'GM fiat', where the rules just leave it up to the GM to figure things out. However much that might be great for grognards like you and me, it is terrible for new players, especially new GMs. I imagine that is the sort of thing she was talking about. [/QUOTE]
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