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Community
General Tabletop Discussion
*Dungeons & Dragons
Let's discuss the Apprentice Tier.
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<blockquote data-quote="hbarsquared" data-source="post: 6117868" data-attributes="member: 4550"><p>Disagree, on all counts. I do not see it being a one-time value. My group and I would not only get enjoyment in playing through these "apprentice levels" for session or two the first time we unbox 5e, but I can easily visualize us, and plenty of other experienced groups, having fun playing through those levels, as well. Many on these forums have said something to this effect, too. <em>Everyone</em> will not skip to level 3, and I definitely don't see "the vast majority of players" doing this.</p><p></p><p>It is also not about dumb players. It's one: about bringing new players in, and two: about gradually introducing concepts in a more concrete way. Think about it: two sessions! This is probably the average time any new player, including smart ones, truly gets a hold and understanding on their character's abilities. Now it's just more codified into the level structure.</p><p></p><p>I also believe that gradually introducing abilities has the <em>potential</em> to lead to more roleplaying, instead of players constantly looking at their character sheets for that long list of abilities to choose to decide on the "best" way to react to a situation.</p><p></p><p></p><p></p><p>This is also not about "Vietnam style" characters, or "super-fragile" characters. It's about understandably fragile 1st-level characters. It's about that sense of danger, a real sense of failure, and overcoming those odds. It's about that knuckle-biting that we all felt when playing our first characters, precisely because they were so comparatively weak. That fear, that adrenaline, is just as important--if not more important--to getting new players hooked as game mechanics.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 6117868, member: 4550"] Disagree, on all counts. I do not see it being a one-time value. My group and I would not only get enjoyment in playing through these "apprentice levels" for session or two the first time we unbox 5e, but I can easily visualize us, and plenty of other experienced groups, having fun playing through those levels, as well. Many on these forums have said something to this effect, too. [i]Everyone[/i] will not skip to level 3, and I definitely don't see "the vast majority of players" doing this. It is also not about dumb players. It's one: about bringing new players in, and two: about gradually introducing concepts in a more concrete way. Think about it: two sessions! This is probably the average time any new player, including smart ones, truly gets a hold and understanding on their character's abilities. Now it's just more codified into the level structure. I also believe that gradually introducing abilities has the [i]potential[/i] to lead to more roleplaying, instead of players constantly looking at their character sheets for that long list of abilities to choose to decide on the "best" way to react to a situation. This is also not about "Vietnam style" characters, or "super-fragile" characters. It's about understandably fragile 1st-level characters. It's about that sense of danger, a real sense of failure, and overcoming those odds. It's about that knuckle-biting that we all felt when playing our first characters, precisely because they were so comparatively weak. That fear, that adrenaline, is just as important--if not more important--to getting new players hooked as game mechanics. 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. [/QUOTE]
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Let's discuss the Apprentice Tier.
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