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The Problem with 21st century D&D (and a solution! Sort of)
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<blockquote data-quote="Glade Riven" data-source="post: 5486331" data-attributes="member: 86468"><p>Actually, that's <em>perfect</em>. Now I'm going to have to pick up Ravenloft or something. Combat is the hardest thing for many new players to wrap their heads around.</p><p> </p><p></p><p> </p><p>Imagination can be applied to anything. Entire narratives have been constructed based off of a Monopoly or Risk game. The problem of "nerdage" has more to do with D&D culture (and how the culture is viewed) than the game itself. That stigma started in the '80s and got worse in the '90s.</p><p> </p><p>The plug-and-play power system for 4e makes it easy to pick up. Players don't have to read the whole stupid book or understand level 32 powers when the game starts at first level. They may not quite know what a "warlord" is in 4e context, but the class names are usually dead give-aways. And if they've played the board game, then they understand the basic premise of combat (which is the trickiest part to teach). Imagination is already brought.</p><p> </p><p>Roll Dice. Add Modifier. Ask the DM if the number is high enough to succeed at what you were trying to do. For everything else, there's Mastercard.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5486331, member: 86468"] Actually, that's [I]perfect[/I]. Now I'm going to have to pick up Ravenloft or something. Combat is the hardest thing for many new players to wrap their heads around. Imagination can be applied to anything. Entire narratives have been constructed based off of a Monopoly or Risk game. The problem of "nerdage" has more to do with D&D culture (and how the culture is viewed) than the game itself. That stigma started in the '80s and got worse in the '90s. The plug-and-play power system for 4e makes it easy to pick up. Players don't have to read the whole stupid book or understand level 32 powers when the game starts at first level. They may not quite know what a "warlord" is in 4e context, but the class names are usually dead give-aways. And if they've played the board game, then they understand the basic premise of combat (which is the trickiest part to teach). Imagination is already brought. Roll Dice. Add Modifier. Ask the DM if the number is high enough to succeed at what you were trying to do. For everything else, there's Mastercard. [/QUOTE]
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