Warbringer
Explorer
Tiers-as-treasure strikes again!
Sorry, which means?
Tiers-as-treasure strikes again!
Sorry, which means?
I think the apprentice tier should be part of a module. They say this is to help beginners, but that is something that has a one-time value per person, ever. Everyone else is just going to skip it and go right to level 3. Something that is avoided by the vast majority of players should, by definition, be a module. Besides, I find the notion that new players are too dumb to understand the very basic characters we have right now in Next to be extremely insulting to new players. The only two classes that have a modicum of complexity at 1st level right now are the Cleric and Rogue, and even then, I find it difficult to imagine how they could be overwhelming to anyone, IMO. If those classes are indeed too front-loaded, then they should just fix those two classes.
As for the argument that some people want "fantasy Vietnam" style super fragile low level characters, this isn't going to please them either, since the apprentice levels are designed to only last for one, maybe two play sessions. Besides, this is directly contradictory to the idea that apprentice levels are supposed to be designed for newer players. Having super fragile characters that can easily die is anything but friendly for new players! Further, if the apprentice tier is only supposed to last for one or two sessions, how can they say this is to help new characters learn and ease into their characters? They're just going to be leveling up almost immediately and have pretty much no time at all to get comfortable with the stuff they already had.
And yes, I agree with this (the first part). It works for multiclassing, it enables more playstyles, it reinforces 1st-level fragility, and it makes for a smooth, understandable, and intuitive system.Finally, people say this will make multiclassing easier, because you won't get so much stuff from level 1 dipping. This is the only argument in favor of this apprentice tier idea that I think has any real merit. But still, they could accomplish the same goal in other ways, like giving multiclass characters different stuff at level 1 than single class characters get.
Falling Icicle said:I think the apprentice tier should be part of a module. They say this is to help beginners, but that is something that has a one-time value per person, ever. Everyone else is just going to skip it and go right to level 3. Something that is avoided by the vast majority of players should, by definition, be a module.
Isn't the problem simply that by calling it Apprentice, some people will want to skip them? Simply have levels 1-20. If the first few levels pass quickly, and by level 3 you are able to reliably cast a level-1 spell and some cantrips, then fine. People will buy that game, or they won't.
The label serves only as an obstacle and a point of dissention.
I've got nothing against that.Put yourself in the mind of a kid who knows absolutely jack nothing about D&D
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Now imagine that kid reading the rules and being a little paralyzed by all the new information they're absorbing, seeing all those first level abilities, not really grokking them on first read, putting the book away, and having it gather dust because the game just seems way too complicated for a make-believe elf game.
I totally wouldn't. In my RPG system (levels 0-20), level 4 is described as "the average settled adult." Level 4. We don't always start at level 4 or higher. We start at 1-2 often, and higher often. I so, so don't agree with your "one-time value per person, ever" sentiment. As always, play what you likeI think the apprentice tier should be part of a module. They say this is to help beginners, but that is something that has a one-time value per person, ever. Everyone else is just going to skip it and go right to level 3.
I think the apprentice tier should be part of a module.
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But still, they could accomplish the same goal in other ways, like giving multiclass characters different stuff at level 1 than single class characters get.