I haven't played it yet, but that's all I currently own and agree it's definitely fleshed out enough to play on it's own.The beginner box version of the game is totally playable.
I haven't played it yet, but that's all I currently own and agree it's definitely fleshed out enough to play on it's own.The beginner box version of the game is totally playable.
From the descriptions I've heard, the Beginner Box is not so much lighter as simply doesn't go as deep into things you only need to know if you advance past the range it covers (of course it also doesn't have the subsidiary material that expands the game, such as the additional classes and ancestries).The beginner box version of the game is totally playable.
That’s the Beginner Box. It’s (more or less) the same core system but with fewer options and presented more clearly and concisely.I do wish there were a lighter version of the game that had the same core mechanics.
But it’s only for a couple levels. I meant a complete game.That’s the Beginner Box. It’s (more or less) the same core system but with fewer options and presented more clearly and concisely.
Personally, I think Paizo should have done it first, so they could have built on its better text instead of what they released for the Core Rulebook.
There is. The core of the system is pretty streamlined with few (if any) exceptions to the rules. It suffers for a few reasons:I have a hunch that there is a lighter game in there, it's just covered up by (imo) over complicated on boarding. I'm still investigating tho
- There is a lot of character customization. The customization is compartmentalized, so even if the system has a ton of feats, that’s like counting every invocation, knack, and other bit of customization altogether in 5e. However, you’re still going to be making a decision between some things every level, and that can be overwhelming to players (especially if they’re used to systems with poor or trap options, and they get analysis paralysis about what to pick) or disappointing to them (if they expect to win the game through character building before the session instead of skillful play during).
It’s not an argument against customization but rather how it affects the onboarding experience.I have mixed feelings about some of your other points, but regarding this one, the fact people carry over trauma or expectations from other D&D games doesn't seem a good reason to limit customization. Less choices is always simpler than more choices, but at some point that's too high a price to pay for simplicity.
I understand your concern, but this is a common misconception. It is not about limiting customization. It is about not letting customization negatively impact on-boarding (the new player experience). Setting these two in opposition is lose-lose for the game.I have mixed feelings about some of your other points, but regarding this one, the fact people carry over trauma or expectations from other D&D games doesn't seem a good reason to limit customization. Less choices is always simpler than more choices, but at some point that's too high a price to pay for simplicity.
It’s not an argument against customization but rather how it affects the onboarding experience.