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*Pathfinder & Starfinder
Too Complicated A Buy-In?
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<blockquote data-quote="MrGrenadine" data-source="post: 5539331" data-attributes="member: 62619"><p>I completely disagree, and I'm not a doomsayer.  I've been playing D&D since the 70's, and I currently play in a fun weekly 4e game.  But its pretty clear to me that if someone who was interested in trying the game went to the local book store or hobby shop and looked through the D&D 4e books on the shelf, he or she would soon be overwhelmed and/or confused.  Where to start?  What books are important to have?  What has been updated, and what is already out of date?  The books themselves don't lead a new player from one to the next.  In the past, a lot of us were introduced to the game by someone who already played and had some mastery of the system.  Now?  Thats damn near a necessity.</p><p></p><p>And in play, without a guiding hand, the "pretzel" the OP mentioned is quite obvious.  There are too many powers, too many classes, too many multiclassing/hybrid rules, too many paragon paths, too many races, to many fiddly bonuses and conditions to track.  Should inherent bonuses be used?  And what about Classic or Essentials characters?  This is especially confusing now that original classes are being renamed, and powers and class features can be swapped between Classic and Essentials characters with feats.</p><p></p><p>understand that I love options, and systems that allows me to create any character I want.  But as a new player, the system is daunting.  What options to choose?  And why?</p><p></p><p>Of course, you can start without many of the options--just get the PHB, DMG and MM, download the errata, and go.  But would an interested potential player even get that far without some guidance?  I don't see how.</p><p></p><p>p.s.  The pretzel situation can be straightened out in one fell swoop:  Create a Guide for New Players, that doesn't go into specific rules, but rather describes the basic low-level game in simple language, gives a brief description of the current books and adventures available, discusses a few of the current options and higher-level possibilities, and gives a few examples of play.  Think of it as everyone's-hometown-friend-who-plays-D&D-and-invites-you-to-your-first-game, in book form.</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 5539331, member: 62619"] I completely disagree, and I'm not a doomsayer. I've been playing D&D since the 70's, and I currently play in a fun weekly 4e game. But its pretty clear to me that if someone who was interested in trying the game went to the local book store or hobby shop and looked through the D&D 4e books on the shelf, he or she would soon be overwhelmed and/or confused. Where to start? What books are important to have? What has been updated, and what is already out of date? The books themselves don't lead a new player from one to the next. In the past, a lot of us were introduced to the game by someone who already played and had some mastery of the system. Now? Thats damn near a necessity. And in play, without a guiding hand, the "pretzel" the OP mentioned is quite obvious. There are too many powers, too many classes, too many multiclassing/hybrid rules, too many paragon paths, too many races, to many fiddly bonuses and conditions to track. Should inherent bonuses be used? And what about Classic or Essentials characters? This is especially confusing now that original classes are being renamed, and powers and class features can be swapped between Classic and Essentials characters with feats. understand that I love options, and systems that allows me to create any character I want. But as a new player, the system is daunting. What options to choose? And why? Of course, you can start without many of the options--just get the PHB, DMG and MM, download the errata, and go. But would an interested potential player even get that far without some guidance? I don't see how. p.s. The pretzel situation can be straightened out in one fell swoop: Create a Guide for New Players, that doesn't go into specific rules, but rather describes the basic low-level game in simple language, gives a brief description of the current books and adventures available, discusses a few of the current options and higher-level possibilities, and gives a few examples of play. Think of it as everyone's-hometown-friend-who-plays-D&D-and-invites-you-to-your-first-game, in book form. [/QUOTE]
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