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The
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Community
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*Dungeons & Dragons
Some Improvements for the Red Box!
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<blockquote data-quote="JohnSnow" data-source="post: 5302790" data-attributes="member: 32164"><p>Okay, since there's already a stickied thread charting errors here, I won't delve into that.</p><p></p><p>What I'd like to use this thread for is compiling suggestions to WotC for improvements in the next version of the set. What did you like about the box, what didn't you like? I'll start.</p><p></p><p>I love the solo adventure combining character creation and rules instruction. I think the box provides a great intro to the game. BUT, I would like to see some things added.</p><p></p><p>The most successful starter versions of D&D in the past have let you create and play 4 races and 4 classes (granted in the D&D Basic version, 3 of those races basically WERE classes). The starter adventure idea is great, but I think the game suffers for the lack of comprehensive character creation rules. I realize that there might be a page limit problem, but this is a glaring omission. A supplemental "creating a character" cheatsheet wouldn't go totally amiss.</p><p></p><p>There's no equipment list! This is a BIG faux pas in my opinion. Having your equipment pre-chosen for you makes the character feel far less organic. It's great as a starter ONCE, but it wouldn't be bad to have some point in the middle where you can spend some loot. For those who don't recall and can't look it up, the original Mentzer Red Box did precisely this.</p><p></p><p>The power cards are too customized. This ties into the character-creation rules. The power cards are useful only for characters built precisely the way the Red Box adventure builds them. Even assuming there's no shopping, what stops the rogue player from wanting to take short sword off one of the goblins and using that instead of his dagger. He knows he's proficient with it, and it is an objectively better weapon. Sure, it works fine for the solo adventure, but by the time the players pull a party together (to go on the Adventure in the DM book), there should be some opportunity for customization.</p><p></p><p>The level limit is (a little) too low. I understand that limiting the levels encourages people to buy more books (like the <em>Heroes of...</em> line), however, <strong>both</strong> of the old <em>Dungeons & Dragons Basic Sets</em> went to level 3. That's even a natural breakpoint in 4e - 4th-level is where you get your first ability score improvements. I realize it takes an extra sheet of power cards (and an extra line in each character advancement chart) to add another level, but it's not THAT hard. I feel the Red Box doesn't quite have the magical "you can play forever with just this box" factor of the original game. And that's a shame. If you're worried, you can reassure Marketing that nobody WOULD, but the fact that they COULD would be a HUGE selling point.</p><p></p><p>Finally, the Red Box should use the same rules as the rest of the Essentials line. It would be particularly jarring for a new player to have to rebuild his character after adventuring for a while because the Red Box uses slightly different rules. Consistency is important for new gamers. It also speaks of a certain level of professionalism.</p><p></p><p>Overall, these are minor quibbles with what is an otherwise excellent product. So, in summary, I suggest making the following changes to the next version:</p><p></p><p>1) Include full character creation rules (4 classes and 4 races).</p><p>2) Offer more customization, specifically cards that explain their math and equipment lists.</p><p>3) Include rules for advancing characters as far as 3rd-level.</p><p>4) Make the rules consistent with the rest of the Essentials line.</p><p></p><p>That would make for a truly magical Starter Set. Just my two cents.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 5302790, member: 32164"] Okay, since there's already a stickied thread charting errors here, I won't delve into that. What I'd like to use this thread for is compiling suggestions to WotC for improvements in the next version of the set. What did you like about the box, what didn't you like? I'll start. I love the solo adventure combining character creation and rules instruction. I think the box provides a great intro to the game. BUT, I would like to see some things added. The most successful starter versions of D&D in the past have let you create and play 4 races and 4 classes (granted in the D&D Basic version, 3 of those races basically WERE classes). The starter adventure idea is great, but I think the game suffers for the lack of comprehensive character creation rules. I realize that there might be a page limit problem, but this is a glaring omission. A supplemental "creating a character" cheatsheet wouldn't go totally amiss. There's no equipment list! This is a BIG faux pas in my opinion. Having your equipment pre-chosen for you makes the character feel far less organic. It's great as a starter ONCE, but it wouldn't be bad to have some point in the middle where you can spend some loot. For those who don't recall and can't look it up, the original Mentzer Red Box did precisely this. The power cards are too customized. This ties into the character-creation rules. The power cards are useful only for characters built precisely the way the Red Box adventure builds them. Even assuming there's no shopping, what stops the rogue player from wanting to take short sword off one of the goblins and using that instead of his dagger. He knows he's proficient with it, and it is an objectively better weapon. Sure, it works fine for the solo adventure, but by the time the players pull a party together (to go on the Adventure in the DM book), there should be some opportunity for customization. The level limit is (a little) too low. I understand that limiting the levels encourages people to buy more books (like the [I]Heroes of...[/I] line), however, [B]both[/B] of the old [I]Dungeons & Dragons Basic Sets[/I] went to level 3. That's even a natural breakpoint in 4e - 4th-level is where you get your first ability score improvements. I realize it takes an extra sheet of power cards (and an extra line in each character advancement chart) to add another level, but it's not THAT hard. I feel the Red Box doesn't quite have the magical "you can play forever with just this box" factor of the original game. And that's a shame. If you're worried, you can reassure Marketing that nobody WOULD, but the fact that they COULD would be a HUGE selling point. Finally, the Red Box should use the same rules as the rest of the Essentials line. It would be particularly jarring for a new player to have to rebuild his character after adventuring for a while because the Red Box uses slightly different rules. Consistency is important for new gamers. It also speaks of a certain level of professionalism. Overall, these are minor quibbles with what is an otherwise excellent product. So, in summary, I suggest making the following changes to the next version: 1) Include full character creation rules (4 classes and 4 races). 2) Offer more customization, specifically cards that explain their math and equipment lists. 3) Include rules for advancing characters as far as 3rd-level. 4) Make the rules consistent with the rest of the Essentials line. That would make for a truly magical Starter Set. Just my two cents. [/QUOTE]
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