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General Tabletop Discussion
*Dungeons & Dragons
Should the "core" world be centered around the classic races?
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<blockquote data-quote="Umbran" data-source="post: 6223174" data-attributes="member: 177"><p>I disagree. As a practical, empirical matter, the game does have a functional core - the standard three books. Other games may use only one book to express their core, but they still have a core, and for good reason.</p><p></p><p>The thing you may not realize is that a complete toolbox, "we define nothing for you, you must make all choices yourself" is a major barrier to entry to new players. It is a lot of work to make all those choices, and you can really have a bad time if you make them in ignorance. Providing a basic defined set of options, playable in and of itself, which can then be varied by adding and taking away segments, is far more likely to be tractable to folks new to D&D, and really new to 5e itself. </p><p></p><p></p><p></p><p>This I'll agree with. What you or I, as individuals, would or would not use is not a reasonable measure of what should be in the core.</p><p></p><p></p><p></p><p>How many first-time homeowners have royally botched projects because they just walked into Home Depot, and picked up stuff without knowing what they were doing?</p><p></p><p>The first few books have only so many pages - they don't have room to be the entire Home Depot. The first books are "hammer, screwdriver, drill, wrench and saw", and how to use them. And those basic tools must themselves be playable, as a whole - in the analogy they must be useful for a large swath of the most common household maintenance chores, or folks won't bother with the game. </p><p></p><p>Later supplements will get you your routers, power-painters, and snowblowers, and how to use them.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6223174, member: 177"] I disagree. As a practical, empirical matter, the game does have a functional core - the standard three books. Other games may use only one book to express their core, but they still have a core, and for good reason. The thing you may not realize is that a complete toolbox, "we define nothing for you, you must make all choices yourself" is a major barrier to entry to new players. It is a lot of work to make all those choices, and you can really have a bad time if you make them in ignorance. Providing a basic defined set of options, playable in and of itself, which can then be varied by adding and taking away segments, is far more likely to be tractable to folks new to D&D, and really new to 5e itself. This I'll agree with. What you or I, as individuals, would or would not use is not a reasonable measure of what should be in the core. How many first-time homeowners have royally botched projects because they just walked into Home Depot, and picked up stuff without knowing what they were doing? The first few books have only so many pages - they don't have room to be the entire Home Depot. The first books are "hammer, screwdriver, drill, wrench and saw", and how to use them. And those basic tools must themselves be playable, as a whole - in the analogy they must be useful for a large swath of the most common household maintenance chores, or folks won't bother with the game. Later supplements will get you your routers, power-painters, and snowblowers, and how to use them. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the "core" world be centered around the classic races?
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