xechnao said:Don't get it. What do you mean by combat?
It's the bit where you kill the monsters. It's usually a precursor to taking their stuff.
xechnao said:Don't get it. What do you mean by combat?
But I wouldn't have gotten into it if there weren't also rules to play the character I wanted to play. See?xechnao said:So imagination or storytelling are important points of attraction for you to buy the product. See?
Mustrum_Ridcully said:But I wouldn't have gotten into it if there weren't also rules to play the character I wanted to play. See?
I can make up characters all the time. I did a lot, even as a teenager I was still creating characters and worlds. (Nerdy stuff like building my own space-ships from Lego!).xechnao said:I do see. I am not sure you do too:
-"the character I wanted to play" is your desire in your message here.
-"also rules" is a secondary additional condition.
Your imagination comes first since it is a power more broad and generic. The rules of a game come second since they are more specifc and limited.
There can be other specific and limited conditions that can take the place of a specifc one. But nothing can substitute the generic base : your imagination.
Dr. Strangemonkey said:See, I think this is brilliant document design. Or at least competent document design which is way beyond what you find in most of the hobby.
Skipping the walls of text is what you're supposed to do. As a new player you don't need to read anything more than the first two pages of any class description, and the section is nicely arranged by tabs so that you can skip between sections.
Once you've picked your class, you bookmark that section and you live there. No need to flip more than 15 pages to understand any aspect of your class in play. When you level you move a few pages over in either direction to do feats or the general levelling table.
The only other section you need in play is the combat section which is nestled right up next to the back cover making it very easy to reference.
My problem with Pramas' review is that it relies on a fairly simple analysis of document design. On a basic level a game manual should not be designed to be read, it needs to be designed to be used.
I think this is really more a problem for old hands at DnD who are too used to be brutalized by horrible document design to recognize how the book is actually asking to be used.
Mustrum_Ridcully said:I can make up characters all the time. I did a lot, even as a teenager I was still creating characters and worlds. (Nerdy stuff like building my own space-ships from Lego!).
Role-playing added a new option. And that wasn't the story-telling part, because I already did that all the time, alone, in my room.
Tallarn said:I agree with this - complaints that the Classes chapter is so long kind of miss the mark for me. Why on earth would you wade through page after page of powers before you need to?
The class descriptions give you all the information you need to describe the class - the powers descriptions are for later detail.
I agree with Chris that the book could be laid out better in other ways - but not with this criticism.
SSquirrel said:I guess they would prefer to be criticized for a lack of an index than endless jokes about "see page XX" like White Wolf still gets after almost 20 years.
delericho said:I have long been convinced that for D&D to attract new players (and, more to the point, new groups where an existing DM is not readily available), the 3-book core rules paradigm has got to go.
The current core rules have an RRP of $105, clock in at 832 pages of text, and are very big, heavy and intimidating. Put them in front of a typical 14-year-old, and you have roughly 0% chance of getting a new gamer out of it.