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Legends and Lore 11/22/2011 - A Different Way to Slice the Pie
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<blockquote data-quote="tomBitonti" data-source="post: 5736128" data-attributes="member: 13107"><p>Seems to be a good idea, but a poor example (AOO's).</p><p></p><p>DR is a better example, although, coupling that to level seems to be be a problem.</p><p></p><p>Starting with simple examples is definitely the way to teach new ideas. You have to walk before you run. Introducing new rules as they are needed seems to be the just about right.</p><p></p><p>For DR, at low levels, that doesn't seem to be needed until you get to undead. Actually, undead introduce several new notions: Immunity to sneak attack, DR, turning. I don't see a need to wait until 3'rd or 5'th level to introduce zombies, but, I would wait until the players had the very basic mechanics understood before added the new details. You could go the same route with state, for example, ghouls or Carrion Crawlers and paralyzation.</p><p></p><p>Certainly, higher level players have new abilities, some of which are not available at low level: Iterative attacks, say, or a number of more powerful abilities, like teleportation (in 3.5E).</p><p></p><p>This seems to be not so much as a game design issue as a game presentation / authorship issue, in that there is a need to decompose the game into subsets which can be introduced to play gradually, and, with some priority scheme to mark "core" vs "frequently used" vs "occasionally used" vs "rarely used". Really, that is just the basic groundwork that the game author ought to have had an eye on, perhaps not from the very beginning, but certainly for a long time now that we are contemplating the 5'th edition of the game.</p><p></p><p>Seriously, this is education / training 101. The game authors need to get off their butts and learn how to present complex ideas in incremental stages.</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 5736128, member: 13107"] Seems to be a good idea, but a poor example (AOO's). DR is a better example, although, coupling that to level seems to be be a problem. Starting with simple examples is definitely the way to teach new ideas. You have to walk before you run. Introducing new rules as they are needed seems to be the just about right. For DR, at low levels, that doesn't seem to be needed until you get to undead. Actually, undead introduce several new notions: Immunity to sneak attack, DR, turning. I don't see a need to wait until 3'rd or 5'th level to introduce zombies, but, I would wait until the players had the very basic mechanics understood before added the new details. You could go the same route with state, for example, ghouls or Carrion Crawlers and paralyzation. Certainly, higher level players have new abilities, some of which are not available at low level: Iterative attacks, say, or a number of more powerful abilities, like teleportation (in 3.5E). This seems to be not so much as a game design issue as a game presentation / authorship issue, in that there is a need to decompose the game into subsets which can be introduced to play gradually, and, with some priority scheme to mark "core" vs "frequently used" vs "occasionally used" vs "rarely used". Really, that is just the basic groundwork that the game author ought to have had an eye on, perhaps not from the very beginning, but certainly for a long time now that we are contemplating the 5'th edition of the game. Seriously, this is education / training 101. The game authors need to get off their butts and learn how to present complex ideas in incremental stages. TomB [/QUOTE]
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Legends and Lore 11/22/2011 - A Different Way to Slice the Pie
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