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General Tabletop Discussion
*Dungeons & Dragons
The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer
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<blockquote data-quote="JeffB" data-source="post: 7894967" data-attributes="member: 518"><p>Tangential to topic at hand- but this is something I would like to comment on in the general sense...</p><p></p><p></p><p>5E may be light for a WOTC version of D&D but it is hardly rules-light in the grand scheme of things. And frankly because every class ability works under it's own rules, it's actually pretty rules heavy. Then there are several more subsystems as well- Skills, Spells all work differently, Challenge Rating systems, etc etc. Luckily most players only have to know their own bits- but how many times to players have to reference spells or class abilities at the table? Not all, but plenty of people do.</p><p></p><p>I think most people who are experienced D&D players lose sight of just how complicated D&D- even 5E- is for complete newcomers to the game to pick up. I ran a kids group for many years- from ages 10 until they went to college. I've run sessions for my wife and 8 yo daughter. NONE of them had any experience gaming at all (the kids group played video games, etc)- D&D is and always will be a frickin PITA. There are much better rule systems that are more intuitive and that make far more sense to the non-gamers out there. If anything the rules of D&D- the gatekeeper/flagship of RPGs- has been the biggest detriment to getting and keeping people in the hobby. </p><p></p><p>I've said it before and I'll say it again- If I would have had to pick up a 300 page Player's handbook to start D&D in 1977 and go through the reams of rules in the book, I'd never have continued. And that is nowhere near the complete game. It's pretty ridiculous if you really think about it from outside the hobby.</p></blockquote><p></p>
[QUOTE="JeffB, post: 7894967, member: 518"] Tangential to topic at hand- but this is something I would like to comment on in the general sense... 5E may be light for a WOTC version of D&D but it is hardly rules-light in the grand scheme of things. And frankly because every class ability works under it's own rules, it's actually pretty rules heavy. Then there are several more subsystems as well- Skills, Spells all work differently, Challenge Rating systems, etc etc. Luckily most players only have to know their own bits- but how many times to players have to reference spells or class abilities at the table? Not all, but plenty of people do. I think most people who are experienced D&D players lose sight of just how complicated D&D- even 5E- is for complete newcomers to the game to pick up. I ran a kids group for many years- from ages 10 until they went to college. I've run sessions for my wife and 8 yo daughter. NONE of them had any experience gaming at all (the kids group played video games, etc)- D&D is and always will be a frickin PITA. There are much better rule systems that are more intuitive and that make far more sense to the non-gamers out there. If anything the rules of D&D- the gatekeeper/flagship of RPGs- has been the biggest detriment to getting and keeping people in the hobby. I've said it before and I'll say it again- If I would have had to pick up a 300 page Player's handbook to start D&D in 1977 and go through the reams of rules in the book, I'd never have continued. And that is nowhere near the complete game. It's pretty ridiculous if you really think about it from outside the hobby. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer
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