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[PR] S.T. Cooley Publishing releases the OGL-Fantasy Lite Basic Player's Guide
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<blockquote data-quote="The Sigil" data-source="post: 1529130" data-attributes="member: 2013"><p>I did try to include a few notes on some things to watch for in a "note" (I think that's what they're called) in the PDF as it opens up... basically, "here are seven changes for experienced players to be aware of when they hand it to the newbies" - but when you print the thing to give to the new player, it doesn't appear on the page itself (so they don't know that they're getting the "easy" version).</p><p></p><p>You can integrate the character into an existing session pretty easily... as I mentioned, the rules aren't really "different," it's just that there are less of them. The only adjustment I see you having to make for integrating a "Lite" player in a "regular" gaming session would be to disallow AoO's and Critical Hits for a session or two while he learns the basics of "d20 + Attack Bonus" and "Saving Throw DC" and "Skill Check DC." Then you can explain AoO's to him and add them back in. And while your character use abilities his doesn't have, as you so astutely noted, saying, "my character can do X because he has this additional option Y" gets him more interested in the "Core/Advanced" game.</p><p></p><p>Basically, this is the "Core" game with a lot fewer options and some of the more complex rules omitted so that someone can get a grasp on the game and things go faster. A "Lite" player in a "Core" game is kind of the equivalent of a player without a great tactical repertoire... his fighter can still close and whomp on the bad guys as well as any Core character; he just hasn't figured out the nuances of battle that make him truly effective yet. </p><p></p><p>The hope is that the Lite rules are very easy to learn and fairly easy to master. Then, when a player masters the foundation laid by the Lite rules and moves into the Core rules, it's not as big a plunge and hopefully he has a good solid foundation laid to build upon... because sometimes all the tactics in the world don't help and the solution is to close on the opponent and whomp on him. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>But the concept from the beginning was very much that this is not an "end-all be-all" but rather a "stepping stone" product to help people eventually "graduate" if you will to the full set of the Core Rules.</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1529130, member: 2013"] I did try to include a few notes on some things to watch for in a "note" (I think that's what they're called) in the PDF as it opens up... basically, "here are seven changes for experienced players to be aware of when they hand it to the newbies" - but when you print the thing to give to the new player, it doesn't appear on the page itself (so they don't know that they're getting the "easy" version). You can integrate the character into an existing session pretty easily... as I mentioned, the rules aren't really "different," it's just that there are less of them. The only adjustment I see you having to make for integrating a "Lite" player in a "regular" gaming session would be to disallow AoO's and Critical Hits for a session or two while he learns the basics of "d20 + Attack Bonus" and "Saving Throw DC" and "Skill Check DC." Then you can explain AoO's to him and add them back in. And while your character use abilities his doesn't have, as you so astutely noted, saying, "my character can do X because he has this additional option Y" gets him more interested in the "Core/Advanced" game. Basically, this is the "Core" game with a lot fewer options and some of the more complex rules omitted so that someone can get a grasp on the game and things go faster. A "Lite" player in a "Core" game is kind of the equivalent of a player without a great tactical repertoire... his fighter can still close and whomp on the bad guys as well as any Core character; he just hasn't figured out the nuances of battle that make him truly effective yet. The hope is that the Lite rules are very easy to learn and fairly easy to master. Then, when a player masters the foundation laid by the Lite rules and moves into the Core rules, it's not as big a plunge and hopefully he has a good solid foundation laid to build upon... because sometimes all the tactics in the world don't help and the solution is to close on the opponent and whomp on him. ;) But the concept from the beginning was very much that this is not an "end-all be-all" but rather a "stepping stone" product to help people eventually "graduate" if you will to the full set of the Core Rules. --The Sigil [/QUOTE]
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[PR] S.T. Cooley Publishing releases the OGL-Fantasy Lite Basic Player's Guide
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