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Red Box: Some Constructive Criticism
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<blockquote data-quote="JohnSnow" data-source="post: 5304300" data-attributes="member: 32164"><p>Well, I hope this counts as problems and/or issues.</p><p></p><p>Frankly, I'm disappointed. I was hoping for a new 4e-compatible version of the Mentzer box. This isn't that, and I think WotC has missed the point of a Starter Set. Again. </p><p></p><p>Look, maybe this is marketing's fault, but stop throwing up starter sets that aren't complete games. There's enough here that you can make characters, but ONLY by walking through the adventure. Limited classes and races are fine. But it should meet the following criteria:</p><p></p><p>It should be fully compatible with the rest of the <em>D&D Essentials</em> line. Comparing it to the <em>Ampersand Heroes of the Fallen Lands</em> preview articles, the rogue (supposedly a thief) is markedly different, and the fighter (supposedly a slayer) adds CON to damage instead of DEX. As errata in a regular book, those would be annoying. In a Starter Set, they're inexcusable.</p><p></p><p>It should include real character creation rules. The new Red Box doesn't. You can't change weapons, or have your rogue pick up a short sword from the goblins. Why can't the PCs pick up bows or short swords? Sure, in the solo adventure, fine. But that option needs to be addressed before you go on a "real adventure." Especially if you go back to town where, presumably, there's a weapons shop.</p><p></p><p>It should enable the DM to create his own adventures, and provide the essence of the D&D experience. That means monster stats, treasure to give out, and ideally a trap or two. Some of this is there, but some of it is sadly lacking.</p><p></p><p>This is not meant to be a rant. I truly believe a real 4e-version of the Red Box has the potential to expand the audience for D&D - a lot. Sadly, this isn't that. I wanted to be able to buy this for young gamers, but without <em>Heroes of the Fallen Lands</em>, it's not complete. Ergo, it's not worth it. The $20 entry point is a fiction.</p><p></p><p>It wouldn't have to go very high in level. Maintaining the tradition of it going to Level 3 would be best, but even Level 2 would be okay if it included actual character creation rules (and an equipment list!) so you could create a PC of any combo you can imagine. Default array stats are fine. Limited options for classes and races are fine. Limited monster and treasure options are fine. But there should be SOME.</p><p></p><p>This, sadly, isn't a complete game. It's a fancy intro with basically pre-gen characters and one adventure. In other words, it's a lot like the LAST 4e Starter Set. Nostalgia packaging aside, it's a disappointment.</p><p></p><p>It is my hope that this feedback will make the next printing of this set BETTER.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5304300, member: 32164"] Well, I hope this counts as problems and/or issues. Frankly, I'm disappointed. I was hoping for a new 4e-compatible version of the Mentzer box. This isn't that, and I think WotC has missed the point of a Starter Set. Again. Look, maybe this is marketing's fault, but stop throwing up starter sets that aren't complete games. There's enough here that you can make characters, but ONLY by walking through the adventure. Limited classes and races are fine. But it should meet the following criteria: It should be fully compatible with the rest of the [I]D&D Essentials[/I] line. Comparing it to the [I]Ampersand Heroes of the Fallen Lands[/I] preview articles, the rogue (supposedly a thief) is markedly different, and the fighter (supposedly a slayer) adds CON to damage instead of DEX. As errata in a regular book, those would be annoying. In a Starter Set, they're inexcusable. It should include real character creation rules. The new Red Box doesn't. You can't change weapons, or have your rogue pick up a short sword from the goblins. Why can't the PCs pick up bows or short swords? Sure, in the solo adventure, fine. But that option needs to be addressed before you go on a "real adventure." Especially if you go back to town where, presumably, there's a weapons shop. It should enable the DM to create his own adventures, and provide the essence of the D&D experience. That means monster stats, treasure to give out, and ideally a trap or two. Some of this is there, but some of it is sadly lacking. This is not meant to be a rant. I truly believe a real 4e-version of the Red Box has the potential to expand the audience for D&D - a lot. Sadly, this isn't that. I wanted to be able to buy this for young gamers, but without [I]Heroes of the Fallen Lands[/I], it's not complete. Ergo, it's not worth it. The $20 entry point is a fiction. It wouldn't have to go very high in level. Maintaining the tradition of it going to Level 3 would be best, but even Level 2 would be okay if it included actual character creation rules (and an equipment list!) so you could create a PC of any combo you can imagine. Default array stats are fine. Limited options for classes and races are fine. Limited monster and treasure options are fine. But there should be SOME. This, sadly, isn't a complete game. It's a fancy intro with basically pre-gen characters and one adventure. In other words, it's a lot like the LAST 4e Starter Set. Nostalgia packaging aside, it's a disappointment. It is my hope that this feedback will make the next printing of this set BETTER. [/QUOTE]
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