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*Pathfinder & Starfinder
Triple HP at 1st level?
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<blockquote data-quote="JohnSnow" data-source="post: 3964722" data-attributes="member: 32164"><p>I was trying to provide a sidebar to explain something. In the interest of being succinct, I wasn't entirely clear. To make it clear, we're probably talking about a page of text and a couple of tables. I'll attempt to explain the concept here, without trying to be what I'm not - a professional game designer.</p><p></p><p>I'm proceeding with the following assumptions. You can disagree with them as preferences, but I believe they're smart business decisions for WotC.</p><p></p><p>1) The first rulebooks for 4e (PHB, DMG, and MM) should be designed, by default, to appeal to beginning players.</p><p>2) The default start of play for beginning players should be first-level, not second, third or something else.</p><p>3) The way 3e plays, the early levels involve a fair amount of random luck that can be discouraging to new players. An experienced DM is needed to keep the first 3 levels of play interesting, challenging, and fun.</p><p></p><p>By changing the dynamics of the early levels, you can make the game more accessible and more fun. The fact that many experienced players CHOOSE to skip the early levels implies that <em>for many players</em>, the game is not fun at those levels.</p><p></p><p>It is easier to tell people who are experienced and enjoy the higher lethality of low-level play how to alter the rules than it is to tell people who are new to the game that "low level play requires experienced players." It is counterintuitive that the earliest levels of the game are "harder" than those above it.</p><p></p><p>Once you realize that, you come to the conclusion that "gritty play" should be something provided as an option for advanced players, not as the default starting point for beginning players.</p><p></p><p>I was simply providing a way to integrate that with something that is needed: rules for non-adventuring types in the world. It is my belief that the "gritty" style of play could be accommodated by providing rules for starting play as "one of the masses."</p><p></p><p>If people want to progress from that to standard heroic play, transition rules would have to be provided. That was the point of what I wrote: a proposed sidebar on how to do that. Complete rules would, obviously, be needed.</p><p></p><p>So, is that less nonsensical?</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3964722, member: 32164"] I was trying to provide a sidebar to explain something. In the interest of being succinct, I wasn't entirely clear. To make it clear, we're probably talking about a page of text and a couple of tables. I'll attempt to explain the concept here, without trying to be what I'm not - a professional game designer. I'm proceeding with the following assumptions. You can disagree with them as preferences, but I believe they're smart business decisions for WotC. 1) The first rulebooks for 4e (PHB, DMG, and MM) should be designed, by default, to appeal to beginning players. 2) The default start of play for beginning players should be first-level, not second, third or something else. 3) The way 3e plays, the early levels involve a fair amount of random luck that can be discouraging to new players. An experienced DM is needed to keep the first 3 levels of play interesting, challenging, and fun. By changing the dynamics of the early levels, you can make the game more accessible and more fun. The fact that many experienced players CHOOSE to skip the early levels implies that [i]for many players[/i], the game is not fun at those levels. It is easier to tell people who are experienced and enjoy the higher lethality of low-level play how to alter the rules than it is to tell people who are new to the game that "low level play requires experienced players." It is counterintuitive that the earliest levels of the game are "harder" than those above it. Once you realize that, you come to the conclusion that "gritty play" should be something provided as an option for advanced players, not as the default starting point for beginning players. I was simply providing a way to integrate that with something that is needed: rules for non-adventuring types in the world. It is my belief that the "gritty" style of play could be accommodated by providing rules for starting play as "one of the masses." If people want to progress from that to standard heroic play, transition rules would have to be provided. That was the point of what I wrote: a proposed sidebar on how to do that. Complete rules would, obviously, be needed. So, is that less nonsensical? [/QUOTE]
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Triple HP at 1st level?
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