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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What can 5e Give us that Pathfinder doesn't
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<blockquote data-quote="DonTadow" data-source="post: 5771087" data-attributes="member: 22622"><p>If Wotc really wants to put DND on the popular map, they'd go after the Harry Potter license with the gusto of a Beholder. Pay as much as they need to and begin a forgotten realms like line with it. </p><p></p><p>But I agree, the computer needs to be a more intracate part. I'd love some type of software where i can push a button that reads box text and its one of the cool voices like a patrick stewart reading it to hte players. This kind of add on stuff Id buy, and that doesnt stop the guy who cna only afford the pdf . </p><p></p><p>To make the game accessible, it just needs to be about as easy to learn as an RPG on a console or computer, but as engrossing and layered as it always has been. AI gave my GF the corebook for pathfinder for her birthday, i never realized it was 500 pages. She hasn't read much of it, andi get why. She says its just intimidating and she has no idea where to start. She learned more from me building a character with her layer by layer than from trying to get through hte corebook. </p><p></p><p>Thus, they need a system where players only need to decide, starting off 2 or 3 things starting off with no complex math. Weapon/item packages should be set for levels 1 to 10. A player should be able to get a character up and running in 10 minutes. </p><p></p><p>This is how video games and console games work. Even something as complex as Skyrim or Never Winter nights didnt take long to make a character. I never want my tabletop to be as shallow as a ton of MMOs, but tabletops can borrow heavily from the creation design of them. In mosto f these games, all stats (sometimes 10 or 15) are based on 3 or 4 stats. Ability trees work wonders, giving players choice without overwhelming them with choices. At every level, the player should only have to decide one thing. This one thing motivates everything else. Sure you have a lot of choices for that one thing, but, it is still just one thing. </p><p></p><p>Got instance, a spellcasting tree choice would have a list of spells received at each future level. These spells all relate with one another.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 5771087, member: 22622"] If Wotc really wants to put DND on the popular map, they'd go after the Harry Potter license with the gusto of a Beholder. Pay as much as they need to and begin a forgotten realms like line with it. But I agree, the computer needs to be a more intracate part. I'd love some type of software where i can push a button that reads box text and its one of the cool voices like a patrick stewart reading it to hte players. This kind of add on stuff Id buy, and that doesnt stop the guy who cna only afford the pdf . To make the game accessible, it just needs to be about as easy to learn as an RPG on a console or computer, but as engrossing and layered as it always has been. AI gave my GF the corebook for pathfinder for her birthday, i never realized it was 500 pages. She hasn't read much of it, andi get why. She says its just intimidating and she has no idea where to start. She learned more from me building a character with her layer by layer than from trying to get through hte corebook. Thus, they need a system where players only need to decide, starting off 2 or 3 things starting off with no complex math. Weapon/item packages should be set for levels 1 to 10. A player should be able to get a character up and running in 10 minutes. This is how video games and console games work. Even something as complex as Skyrim or Never Winter nights didnt take long to make a character. I never want my tabletop to be as shallow as a ton of MMOs, but tabletops can borrow heavily from the creation design of them. In mosto f these games, all stats (sometimes 10 or 15) are based on 3 or 4 stats. Ability trees work wonders, giving players choice without overwhelming them with choices. At every level, the player should only have to decide one thing. This one thing motivates everything else. Sure you have a lot of choices for that one thing, but, it is still just one thing. Got instance, a spellcasting tree choice would have a list of spells received at each future level. These spells all relate with one another. [/QUOTE]
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What can 5e Give us that Pathfinder doesn't
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