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What could 4E learn from Warhammer Fantasy Roleplay?
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<blockquote data-quote="ExploderWizard" data-source="post: 4992216" data-attributes="member: 66434"><p>This is how I wish 4E had been released. It would allow people who really only enjoy heroic tier play a complete game to level 10. A year and a half after release I still have not read every page of the 4E PHB. The dreaded wall of text detailing powers level 1-30 for each class is too much to slog through. </p><p>An additional benefit would be that designers could see how the basics of gameplay work before putting so much time into higher tier balancing. Since general release seems to be the new model of open playtest, getting feedback from the public on the first release could save later releases from so many mistakes. </p><p> </p><p>What delericho mentioned about starter material staying relevant is a very good point. The old Basic D&D set was such a great value because it provided both a low barrier to entry and retained its value as a core rulebook afterwards. Getting to try out the actual full version of a game with a smaller buy in is a big win for the consumer. If the product is solid it can be a big winner for the company too.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4992216, member: 66434"] This is how I wish 4E had been released. It would allow people who really only enjoy heroic tier play a complete game to level 10. A year and a half after release I still have not read every page of the 4E PHB. The dreaded wall of text detailing powers level 1-30 for each class is too much to slog through. An additional benefit would be that designers could see how the basics of gameplay work before putting so much time into higher tier balancing. Since general release seems to be the new model of open playtest, getting feedback from the public on the first release could save later releases from so many mistakes. What delericho mentioned about starter material staying relevant is a very good point. The old Basic D&D set was such a great value because it provided both a low barrier to entry and retained its value as a core rulebook afterwards. Getting to try out the actual full version of a game with a smaller buy in is a big win for the consumer. If the product is solid it can be a big winner for the company too. [/QUOTE]
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What could 4E learn from Warhammer Fantasy Roleplay?
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