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Pramas on 4E and New Gamers
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 4302445" data-attributes="member: 5868"><p>I think Pramas has valid points, though as it's been pointed out, they are mostly more issues of organization and presentation than criticisms of the game mechanics themselves -- which, frankly, appears to be how he intended the post. Comments:</p><p></p><p>Newb class: I think the idea of a newb class insults new gamers. Having introduced a new gamer to 3.5 who decided to join an ongoing campaign at 8th level by playing a druid, I think it's better to cater to the character a new player wants to play than to give them something they don't like but that you think is easier to grok.</p><p></p><p>The Great Wall. Amen. My eyes glaze over if I try to flip through it. My first few read throughs I just read the basic class descrptions, then when I got to the powers listings I flipped to the next class. Admittedly, I do this with spell and magic item sections in 3E books too. It wasn't until I actually decided to roll up a character that I went back to study the particular power selections. I've now gone in detail through 3 or 4 classes ... but still haven't bothered to read cleric, paladin, or warlord powers at all. They'll be there when I want them.</p><p></p><p>Organization: Yeah, it could definitely use more examples ... not a criticism soley of the PHB, either. The DMG needs more as well. And a few pages need easy ways to locate them ... like the big advancement table. The core books need to be thought of as textbooks, and need to be cross-indexed appropriately.</p><p></p><p>Whoever suggested including a character creator was spot on. I learned more about how the various mechanics interact by building an Excel-based optimizer (and looking at other folks' auto-calculating character sheets) than by reading the book.</p><p></p><p>Just reinforces my opnion that a section or two (like magic items ...) should have been booted to the DMG to improve the PHB presentation, and add value to the DMG in the process.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 4302445, member: 5868"] I think Pramas has valid points, though as it's been pointed out, they are mostly more issues of organization and presentation than criticisms of the game mechanics themselves -- which, frankly, appears to be how he intended the post. Comments: Newb class: I think the idea of a newb class insults new gamers. Having introduced a new gamer to 3.5 who decided to join an ongoing campaign at 8th level by playing a druid, I think it's better to cater to the character a new player wants to play than to give them something they don't like but that you think is easier to grok. The Great Wall. Amen. My eyes glaze over if I try to flip through it. My first few read throughs I just read the basic class descrptions, then when I got to the powers listings I flipped to the next class. Admittedly, I do this with spell and magic item sections in 3E books too. It wasn't until I actually decided to roll up a character that I went back to study the particular power selections. I've now gone in detail through 3 or 4 classes ... but still haven't bothered to read cleric, paladin, or warlord powers at all. They'll be there when I want them. Organization: Yeah, it could definitely use more examples ... not a criticism soley of the PHB, either. The DMG needs more as well. And a few pages need easy ways to locate them ... like the big advancement table. The core books need to be thought of as textbooks, and need to be cross-indexed appropriately. Whoever suggested including a character creator was spot on. I learned more about how the various mechanics interact by building an Excel-based optimizer (and looking at other folks' auto-calculating character sheets) than by reading the book. Just reinforces my opnion that a section or two (like magic items ...) should have been booted to the DMG to improve the PHB presentation, and add value to the DMG in the process. [/QUOTE]
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