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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="pawsplay" data-source="post: 5346961" data-attributes="member: 15538"><p>Bosh. Roll some dice, pick a race/class, get help picking a feat and some spells. Done. Easier than registering for community college, and the prerequisite rules are much easier to understand.</p><p></p><p></p><p></p><p>"This is a magic missile. It does damage to monsters."</p><p>"This is Power Attack. It allows you to swing harder, but less accurately."</p><p>"This is Dodge. It helps you avoid attacks, as the name suggests."</p><p>"This is Weapon Focus. It means you are particularly good with cooking. Just kidding. It means you are particularly good with a weapon."</p><p></p><p></p><p></p><p>Far less so than in previous editions. Unless you gathered that low AC was good and high hit points were good, you would have a heck of a time making even basic sense. </p><p></p><p></p><p></p><p></p><p>... languages known, % Hear Noise (what?), AC (without shield), five saving throws, "prime requisites," etc...</p><p></p><p>Now, it's the same, except NPWs are now called Feats and Skills, there are fewer saving throws, situational ACs are spelled out, and the ability score bonuses are unified and can be determined without looking at six or eight charts.</p><p></p><p></p><p></p><p>Actually beyond recommending a cleric pick a deity (Red Box), indicating they need not (Cyclopedia), or strongly suggesting they do (AD&D), there is very little fluff in the writeups. Mostly you have weirdly long descriptions of what happens when you turn name level, or if you violate your class restrictions, and so forth.</p><p></p><p></p><p></p><p>What's the huge difference between a 2-level game and a 3-level game? The original Red Box was the most successful intro set in the history of the universe.</p><p></p><p>]</p><p></p><p>I can't even imagine what such a game would look like. Even if you were using something like Hero Quest or Maelstrom or Risus, and it said something like, "Good with shotguns," it would be hard to get a really clear picture of your capabilities without understanding the system.</p><p></p><p></p><p></p><p></p><p>They need structure, clear language, attractive art, and a resolution system that is not too taxing. Pathfinder has it, D&D 4e is getting there, most "rules-lite" games lack any of that.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5346961, member: 15538"] Bosh. Roll some dice, pick a race/class, get help picking a feat and some spells. Done. Easier than registering for community college, and the prerequisite rules are much easier to understand. "This is a magic missile. It does damage to monsters." "This is Power Attack. It allows you to swing harder, but less accurately." "This is Dodge. It helps you avoid attacks, as the name suggests." "This is Weapon Focus. It means you are particularly good with cooking. Just kidding. It means you are particularly good with a weapon." Far less so than in previous editions. Unless you gathered that low AC was good and high hit points were good, you would have a heck of a time making even basic sense. ... languages known, % Hear Noise (what?), AC (without shield), five saving throws, "prime requisites," etc... Now, it's the same, except NPWs are now called Feats and Skills, there are fewer saving throws, situational ACs are spelled out, and the ability score bonuses are unified and can be determined without looking at six or eight charts. Actually beyond recommending a cleric pick a deity (Red Box), indicating they need not (Cyclopedia), or strongly suggesting they do (AD&D), there is very little fluff in the writeups. Mostly you have weirdly long descriptions of what happens when you turn name level, or if you violate your class restrictions, and so forth. What's the huge difference between a 2-level game and a 3-level game? The original Red Box was the most successful intro set in the history of the universe. ] I can't even imagine what such a game would look like. Even if you were using something like Hero Quest or Maelstrom or Risus, and it said something like, "Good with shotguns," it would be hard to get a really clear picture of your capabilities without understanding the system. They need structure, clear language, attractive art, and a resolution system that is not too taxing. Pathfinder has it, D&D 4e is getting there, most "rules-lite" games lack any of that. [/QUOTE]
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