Would D&D be easier if...

Crothian said:
Ya, thankfully its not a game that has some of the best suppliments in the RPG industry......
I play gurps each week, love it. But I dont say anything to its simplicity... sure you can be simplistic with it... but sometimes it just HAS to be complicated, its what happens. Right now I have to make a new character... hmmm what to make
 

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Emirikol said:
Would D&D be easier to play (and learn for noobs) if there were more classes and fewer feats? What's so hard for WotC to add new classes (instead of dumping impossible prestige classes on us)? Is it just to have material in the form of feats and spells to fill up books?

I vote for more classes. At it's extreme, we have unearthed arcana's main 3 classes and thousands of feats..but there's no other option..unless you consider doing the calculus it takes to figure out how to 'obtain' a prestige class.

jh
I vote for a class tree system with customizble feats and feat trees
 

Romnipotent said:
I play gurps each week, love it. But I dont say anything to its simplicity... sure you can be simplistic with it... but sometimes it just HAS to be complicated, its what happens. Right now I have to make a new character... hmmm what to make
That's the thing, isn't it. How can you make one universal rulebook that can satisfy newbiest of newbies all the way to the most hardcore and never-so-humble rules lawyers of 20 years (those kinds of people that make Denethor looks like a humble doorman)?

Newbs want something that is easy-to-play without being intimidated by the rules and Veterans want everything (to resolve almost any situation, no matter how unique, rare, and anomalous it could be, by RAW). Mind you, I'm not referring to those who are savvy enough to use reasonable judgment to supplement what is missing in the ruleset. Then again, it is such a rare gift to have, and even rarer still to master it.
 
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Ranger REG said:
That's the thing, isn't it. How can you make one universal rulebook that can satisfy newbiest of newbies all the way to the most hardcore and never-so-humble rules lawyers of 20 years (those kinds of people that make Denethor looks like a humble doorman)?

Since we're throwing GURPS around, let me point out that it has a set of basic rules (which can be downloaded from their website), a ton of advanced rules (dealing with things like hit locations, fancy manoeuvres, damage by weapon type etc.) and at least another two books of optional rules (one for char gen, one for campaigning).

If one wanted to play a "basic" DnD, drop silly things like range modifiers, Attacks of Opportunity, most special manoeuvres (or shorten the mechanic for them to one single check), and have wizards pick from pre-assigned "spell books" based on their concept. And then GO.
 

Zander said:
PrCs put new players off. They see these classes but they can't take them until they've got several levels in another class, one they're not interested in.

In many cases, it doesn't make sense that a core version doesn't exist. Why, for example, can't a PC be an assassin from the beginning?

I wish that 3.x had not attempted to emulate WFRP's career progression. It works OK in WFRP but not in D&D.
I'll turn this around. Why does a character that wants to be an assassin have to actualy take levels of assasin? I usually look beyond the class and to the character for a good definitian. He's not a rogue/ranger, but a gypsy, for example.

That said, I like the PrCs in general, as they give the ability to customize your character much more than some of the base classes (Dualist, Loremaster), and, in particular, make multi-classing easier by offering aspects of both classes (Elderich Knight, Mystic Theurge). But I don't like the thought that you need a PrC to be anything special, which is why I do like a good selection in the base classes.

So, basicly, I'd prefer more flexibility in the base classes, not more base classes, though that ends up being a similar request.

As far as making D&D more new player friendly, I think making a set of "Simpler" rules, either in the core book, or a seperate book, that would make things a bit more straight forward like combat or character advancement.

Simple mods:

- Remove AoO, and several of the more advanced combat options. Generaly, players attack, move and attack, or do something else that requires some ammount of time. So, remove sundering, disarm, AoO, Trip, and some of the more complex actions, simplify graple, extend the time of some actions that currently requrie an AoO (Quafing a potion, some item activation, most of the maneuvers have been removed already).

- Simplify skills. Player selects some number of skills, which are always at max rank, and remove synergies. Skills are simply Level + Atribute Bonus + 3 (you could get rid of the +3 for this simplification) if you're proficient, and Atribute Bonus if you're not.

- Remove some feats (Like craft item feats, any feats involving special maneuvers, perhaps even metamagic feats). You could potentialy eliminate feats all togeather, and then tweek the fighter.

- Remove the Druid (Quite complex, particularly the wild-shape), and any other classes you feel are a bit too complex (Monk perhaps, Ranger Perhaps, Paladin perhaps, Bard Perhaps, Barb perhaps.) Definately keep the core 4/5 of Fighter, Cleric, Rogue, and Wiz/Sorc

- Remove PrCs - Added complexity level.

All these mods will restrict things a bit, but it will make the initial game a bit simpler to pick up without destroying some of the basic mechanics of the game system. As they learn more, you can indroduce more combat maneuvers, other classes, and expand the feats. Once they have a firm grasp, you can let them go nuts.
 

Bront said:
I'll turn this around. Why does a character that wants to be an assassin have to actualy take levels of assasin? I usually look beyond the class and to the character for a good definitian. He's not a rogue/ranger, but a gypsy, for example.

I agree. I always thought the idea of 1st-level assassin pretty stupid:

Commoner: "So you're an assassin?"
1st Level Assassin: "Yup, thats me"
Commoner: "How many you've killed?"
1st Level Assassin "Um .. none .. I've just started assassining"
Commoner: "Get outta here before I set my House Cat loose on ye ass"
1st Level Assassin: *Runs away, fails hide in shadows, gets got by the cat*
 

D&D for Dummies
is an excellent starting book
its how i learned to play the game
and im the DM now and my players seem to love my campaigns
 

Wait. D&D players love complexity. (Those who post critically about the game on ENWorld may be an exception. ;) ) So why not increase complexity? That's fine. Diversity is the issue. Too much material means you lose your grip of mastery. I don't think more core classes is a bad thing. Eventually that trough will fill with sludge like the PrC one. Too many feats? That may not be a problem except that there's too much out there to pick and choose from. I'd like to see better feat trees in D&D 3.5. I think that concept wasn't out there when it started, but it's quite viable now.
 

I would prefer fewer classes and more feats (and a feat every level) so that players can better customize their characters.

Maybe going back to the 2e warrior, priest, wizard, rogue format but instead of class categories have them be the only available classes.

Add in the idea of "prestige feats" and I think a fun character creation/advancement system could be devised.
 

Zappo said:
If I had to make a beginner book, I'd make it so that characters created with it were compatible with the full game, and yet more simple. A way to do this would be:
- Fighter, Wizard, Rogue, Cleric. Only. You can multiclass, though.
- Fighter doesn't get to choose extra feats. They are pre-chosen for him.
- Little-used spells get cut from the wizard list.
- Wizard doesn't get to choose new spells. They are pre-chosen for him.
- Cleric list is drastically reduced.
- Skills that see little use are removed, as are crafting skills.
- Combat options are reduced.
- If at all possible, make a single book that has all of the above, a bunch of monsters, a DM advice chapter, a (vastly reduced) magic item list, and a short adventure.

This is pretty much what I'd vote for - less of everything - beginners can easily be overwhelmed by the amount of choice and complexity.
 

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