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Kate Welch on Leaving WotC
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<blockquote data-quote="Li Shenron" data-source="post: 8084870" data-attributes="member: 1465"><p>To add an extra bit to my previous post...</p><p></p><p>I could actually say that right now, the <strong>Basic</strong> rules are in fact almost pointless. What purpose do they have? The game offered by Basic is essentially the same game offered by the PHB. </p><p></p><p>The main extra thing that the PHB offers in terms of gameplay is <em>feats</em>, which increase the complexity of characters during gameplay, but are optional even for PHB characters. Multiclassing minimally increase the complexity during play (some combos do it), otherwise it mainly increases complexity during character creation. Then obviously the PHB gives you <em>more choices at character creation</em> but again that's not necessarily affecting gameplay complexity (although some of those choices are instrinsecally more complex than those in Basic).</p><p></p><p>The fact that Basic gives you <em>less choices</em> than PHB is certainly a good thing! But they could think of an even simpler option that strips the game down to the bare minimum <em>without</em> changing the rules, only by lowering the amount of choices <em>during gameplay</em> even more. All for the purpose of cutting down the page count in a truly "start here" kind of guide for new users.</p><p></p><p>For example, a few things that could be done in "Starter Rules" (below Basic):</p><p></p><p>1- present only the truly essential combat actions: Attack, Cast a Spell, Use an Object/Ability (maybe also Disengage)</p><p></p><p>Beginners are not as petty as experienced gamers! If you tell a beginner that in this game they can do one of 3 things, they will stick to those for a while. Experienced games will start complaining why they cannot do something else. Attacking and spellcasting (+ movement) are by far the most common actions taken. Keep "Use an Object" in there for healing potions.</p><p></p><p>Even though OAs are a complication to the combat gameplay, I would keep it in Starter Rules in order not to alter the fundamental mechanics of movement in 5e combat. </p><p></p><p>2- limit everything to e.g. 5th level (or even lower)</p><p></p><p>The point is that we lack a truly lowest-barrier way into the game for new users, but after a while they won't be "new" anymore, and can explore other books. Few levels means to dramatically cut down the <em>size</em> of the guide so that it would not be intimidating.</p><p></p><p>3- offer character "starting packages"</p><p></p><p>One of the most blocking point to new users, is choosing spells. You <em>must</em> offer a new user the option of playing a Wizard or another spellcaster. Telling a beginner "you're not good enough to play a spellcaster" is frankly quite a stupid approach. But then you can't show them a list of 15-20 spells and tell them they have to choose 5. This is easy for someone who already plays RPG but a new user can get analysis-paralysis and be afraid of making a mistake.</p><p></p><p>So a "Starter Rules" would better have at least 1 sample "starting package" that includes iconic spells known/prepared, as well as equipment already chosen, and of course fixed ability scores.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8084870, member: 1465"] To add an extra bit to my previous post... I could actually say that right now, the [B]Basic[/B] rules are in fact almost pointless. What purpose do they have? The game offered by Basic is essentially the same game offered by the PHB. The main extra thing that the PHB offers in terms of gameplay is [I]feats[/I], which increase the complexity of characters during gameplay, but are optional even for PHB characters. Multiclassing minimally increase the complexity during play (some combos do it), otherwise it mainly increases complexity during character creation. Then obviously the PHB gives you [I]more choices at character creation[/I] but again that's not necessarily affecting gameplay complexity (although some of those choices are instrinsecally more complex than those in Basic). The fact that Basic gives you [I]less choices[/I] than PHB is certainly a good thing! But they could think of an even simpler option that strips the game down to the bare minimum [I]without[/I] changing the rules, only by lowering the amount of choices [I]during gameplay[/I] even more. All for the purpose of cutting down the page count in a truly "start here" kind of guide for new users. For example, a few things that could be done in "Starter Rules" (below Basic): 1- present only the truly essential combat actions: Attack, Cast a Spell, Use an Object/Ability (maybe also Disengage) Beginners are not as petty as experienced gamers! If you tell a beginner that in this game they can do one of 3 things, they will stick to those for a while. Experienced games will start complaining why they cannot do something else. Attacking and spellcasting (+ movement) are by far the most common actions taken. Keep "Use an Object" in there for healing potions. Even though OAs are a complication to the combat gameplay, I would keep it in Starter Rules in order not to alter the fundamental mechanics of movement in 5e combat. 2- limit everything to e.g. 5th level (or even lower) The point is that we lack a truly lowest-barrier way into the game for new users, but after a while they won't be "new" anymore, and can explore other books. Few levels means to dramatically cut down the [I]size[/I] of the guide so that it would not be intimidating. 3- offer character "starting packages" One of the most blocking point to new users, is choosing spells. You [I]must[/I] offer a new user the option of playing a Wizard or another spellcaster. Telling a beginner "you're not good enough to play a spellcaster" is frankly quite a stupid approach. But then you can't show them a list of 15-20 spells and tell them they have to choose 5. This is easy for someone who already plays RPG but a new user can get analysis-paralysis and be afraid of making a mistake. So a "Starter Rules" would better have at least 1 sample "starting package" that includes iconic spells known/prepared, as well as equipment already chosen, and of course fixed ability scores. [/QUOTE]
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