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<blockquote data-quote="Cadfan" data-source="post: 4302018" data-attributes="member: 40961"><p>1. No sales text: Fair enough.</p><p></p><p>2. The Great Wall: My fiance didn't find it a problem. She's a non roleplaying gamer (she plays boardgames). She read the textual descriptions of the character classes, and of the races, and made a character. She didn't venture into the powers sections until she had the basics down, so she never got stuck there. I guess someone else's experience might vary.</p><p></p><p>3. No Newb Class: If Pramas believes that Newb Classes are a feature, then I question his judgment. Newb classes are a moronic design choice. This is a hill I am willing to die upon. Newsflash, people- D&D is played over a long period of time. If you start someone in a newb class, they'll be stuck there long, long, looooong after they've ceased being a newb. And if you make the newb class fill a decent, worthwhile role, you've just forced anyone who wants to play that role into playing the newb class. Lovely. A GOOD game design would make newb LEVELS, not newb CLASSES. And those newb levels might be levels, I dunno, 1 and 2? 4e has a complexity ramp. You start with one, maybe two per encounter powers, one daily power, and no utility powers. This grows from there. Characters seem easily handled by newbs, in my opinion. If you can master attack rolls and the various power recharge rates, you can pretty much play level 1. The crazy synergies grow into place as you level up, and as you gain commensurate experience.</p><p></p><p>4. More examples: I also could have done with more examples. I like examples.</p><p></p><p>5. Poor reference terms: I found the index to be pretty efficient. I haven't had any problem with finding powers because I always write down the power's level on my character sheets, but I can see where I might get confused if I didn't.</p><p></p><p>6. Core experience is hardcore: Its a real rpg in the gaming system most beloved for its combat rules, so... it was going to have <em>some</em> complexity. Personally, I don't think the modifiers are unmanageable, since they tend to be short term. And there aren't even that many of them. Remember, level 1 is the test level for new players. And at level 1, you've basically got marking, and... occasional one round status effects from encounter or daily abilities? Plus whatever it is the monsters do to you?</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4302018, member: 40961"] 1. No sales text: Fair enough. 2. The Great Wall: My fiance didn't find it a problem. She's a non roleplaying gamer (she plays boardgames). She read the textual descriptions of the character classes, and of the races, and made a character. She didn't venture into the powers sections until she had the basics down, so she never got stuck there. I guess someone else's experience might vary. 3. No Newb Class: If Pramas believes that Newb Classes are a feature, then I question his judgment. Newb classes are a moronic design choice. This is a hill I am willing to die upon. Newsflash, people- D&D is played over a long period of time. If you start someone in a newb class, they'll be stuck there long, long, looooong after they've ceased being a newb. And if you make the newb class fill a decent, worthwhile role, you've just forced anyone who wants to play that role into playing the newb class. Lovely. A GOOD game design would make newb LEVELS, not newb CLASSES. And those newb levels might be levels, I dunno, 1 and 2? 4e has a complexity ramp. You start with one, maybe two per encounter powers, one daily power, and no utility powers. This grows from there. Characters seem easily handled by newbs, in my opinion. If you can master attack rolls and the various power recharge rates, you can pretty much play level 1. The crazy synergies grow into place as you level up, and as you gain commensurate experience. 4. More examples: I also could have done with more examples. I like examples. 5. Poor reference terms: I found the index to be pretty efficient. I haven't had any problem with finding powers because I always write down the power's level on my character sheets, but I can see where I might get confused if I didn't. 6. Core experience is hardcore: Its a real rpg in the gaming system most beloved for its combat rules, so... it was going to have [I]some[/I] complexity. Personally, I don't think the modifiers are unmanageable, since they tend to be short term. And there aren't even that many of them. Remember, level 1 is the test level for new players. And at level 1, you've basically got marking, and... occasional one round status effects from encounter or daily abilities? Plus whatever it is the monsters do to you? [/QUOTE]
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