Imaro said:
...'m not blind to some of it's shortcomings...again how is 4e (not a $30 add-on module) a good entry for new players.
I'm seeign a few things they've done to the game that makes it a good entry for new players.
First off, I think a lot of peple are confusing a complex amount of things you can do in the game, with the game being complex.
These are two different concepts. I'd argue that the first one is actually what makes the game fun.
The basic rules of 4e are standardized, and thus easier to learn.
You only need to learn how to make a character once.
You only need to learn how powers work once.
You only need to learn how skills work once.
You only need to learn how to attack things once.
Once you have that down, you know how to make a character, and how to interact in the game world for ANY character.
It's also made selecting powers easier in that they've tried to make any power a viable option. There's no hidden gems, and fools gold skunks.
Now you get to have fun figuring out how best to use that knowledge in the game. (Like someone who learned the rules of chess, discovering how certain strategies work)
Now in a non-rpg game, when you lose, no biggie. Start over, play again try harder.
In an RPG "losing" has a bit more of a consequence. You need to make a new character.
The game has made this easier to do. (also a factor of standardizing.)
Granted, it's been easier in some prior editions, but without as many in game options. People like options.
The game has also made surviving the first few "critical" levels less reliant on luck. This allows the player to get out of trouble when they see it, as opposed to a scenario where a lucky hit/crit/damage combo kills them in one shot. "I did all that work for what now? This game sucks!"