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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore 4/1/2013
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<blockquote data-quote="pemerton" data-source="post: 6112856" data-attributes="member: 42582"><p>It's also more than enough to get killed! A first level PC has 8 to 15 hp. A lizardperson attacks twice per round for 4 or 6 damage on a hit; a spider once for 6 damage plus 9 poison damage on a failed save!</p><p></p><p>The D&D level system, especially in its contemporary form, connects PC complexity and PC survivability, especially at low levels and especially without the CON kicker or some other comprable bonus to starting hit points. I can see how this makes some sense if your design goal is to replicate a certain sort of D&D experience. But I can't see how it has any connection to introducing beginners.</p><p></p><p>Beginners, at least in my (admittedly limited) experience want simple PCs, who are survivable, but who get involved in real action. Real action in D&D means real chances of damage; survivability therefore mandates some sort of hp or Fate Point-style buffer.</p><p></p><p>I thought the idea that Mearls et al were mooting last year, that newbies would play regular PCs but with the complexity somehow shorn off or folded in via prefab choices and the like, made a lot of sense - decouple the newbie problem from the levelling mechanic. But this new proposal makes no sense to me at all, as far as newbies are concerned (whereas the OSR-ish gritty bit does make some sense, even if I find it a bit weird that the default starting level is 3 rather than 1).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6112856, member: 42582"] It's also more than enough to get killed! A first level PC has 8 to 15 hp. A lizardperson attacks twice per round for 4 or 6 damage on a hit; a spider once for 6 damage plus 9 poison damage on a failed save! The D&D level system, especially in its contemporary form, connects PC complexity and PC survivability, especially at low levels and especially without the CON kicker or some other comprable bonus to starting hit points. I can see how this makes some sense if your design goal is to replicate a certain sort of D&D experience. But I can't see how it has any connection to introducing beginners. Beginners, at least in my (admittedly limited) experience want simple PCs, who are survivable, but who get involved in real action. Real action in D&D means real chances of damage; survivability therefore mandates some sort of hp or Fate Point-style buffer. I thought the idea that Mearls et al were mooting last year, that newbies would play regular PCs but with the complexity somehow shorn off or folded in via prefab choices and the like, made a lot of sense - decouple the newbie problem from the levelling mechanic. But this new proposal makes no sense to me at all, as far as newbies are concerned (whereas the OSR-ish gritty bit does make some sense, even if I find it a bit weird that the default starting level is 3 rather than 1). [/QUOTE]
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