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General Tabletop Discussion
*Dungeons & Dragons
What Improvements Would You Want with 6E?
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<blockquote data-quote="Tony Vargas" data-source="post: 7841448" data-attributes="member: 996"><p>I just explained why they're not even vaguely related. I mean, most games sell to people <em>who haven't played them yet</em> - they're actual quality as games has no influence on that purchase! They might have seen advertising, noticed it on the shelf because of the art or the name, read a blurb on the back...</p><p></p><p>Sales is very much its own thing.</p><p></p><p>By that standard, most D&D classes have been broken to tiny pieces. They're extremely poor at matching desired genre archetypes, for instance. </p><p>One of many reasons I like to use pregens: you give new players a choice of characters, they pick one, and may notice moments when it's reminiscent of a genre archetype. You ask them, "what sort of character from fantasy would you want to play" so you can guide them through rolling up a character and help them pick a class, you invariable end up explaining to them why that character won't measure up to the one they called out - and, if as is so often the case, the closest match is fighter, why it /never/ will. Even if it's not, why it's magical powers, while they'll eventually far exceed those of the archetype they're going for, will never work much like them, at all.</p><p></p><p>Funny thing is, even if you did balance the classes, at least to the point you could say "not broken" with some confidence, they /still/ wouldn't necessarily start modeling genre well - though closing the gap between martial &caster characters by making the former more broadly capable and the latter more specialized & limited would do both.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7841448, member: 996"] I just explained why they're not even vaguely related. I mean, most games sell to people [I]who haven't played them yet[/I] - they're actual quality as games has no influence on that purchase! They might have seen advertising, noticed it on the shelf because of the art or the name, read a blurb on the back... Sales is very much its own thing. By that standard, most D&D classes have been broken to tiny pieces. They're extremely poor at matching desired genre archetypes, for instance. One of many reasons I like to use pregens: you give new players a choice of characters, they pick one, and may notice moments when it's reminiscent of a genre archetype. You ask them, "what sort of character from fantasy would you want to play" so you can guide them through rolling up a character and help them pick a class, you invariable end up explaining to them why that character won't measure up to the one they called out - and, if as is so often the case, the closest match is fighter, why it /never/ will. Even if it's not, why it's magical powers, while they'll eventually far exceed those of the archetype they're going for, will never work much like them, at all. Funny thing is, even if you did balance the classes, at least to the point you could say "not broken" with some confidence, they /still/ wouldn't necessarily start modeling genre well - though closing the gap between martial &caster characters by making the former more broadly capable and the latter more specialized & limited would do both. [/QUOTE]
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What Improvements Would You Want with 6E?
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