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Switch to Forum Live View An interesting experience with a new player.
4 months ago  ::  Mar 12, 2013 - 8:40AM #11
cheethorne
Date Joined: Dec 1, 2005
Posts: 1,070

Mar 12, 2013 -- 8:00AM, kadim wrote:

I think the larger issue is that the mechanics in 3e feats are mostly presented as mechanics with nothing to go on. The more themed ones are a tiny voice in a sea of modifiers, situational bonuses and pure mechanical language that he couldn't decipher. I think specialty goes a fair way of fixing this but I'd actually take it further and inject each and every feat with more thematic language that someone who doesn't know the system can latch onto.



Actually, I would go in a different direction with this as well: allowing players to change their mind about mechanical decisions. 3e eventually added rules about retraining stuff and 4e had a very slow rate of retraining built into the rules, but neither of them are anything like what is available in modern computer role-playing games. In some of those games, you are encouraged to try out new designs and point allocations or in others they allow you to change the last few of your choices to fix mistakes, but D&D creation tends to fix you into your choices for a very long time, if not forever (or at least as long as you play that character).

With your story, for example, there are probably lots of options / feats / classes in 3e that would have gotten him an Elf Necromancer he would have liked, but the system neither helps him very much (ie. your point on why specialties are good) nor allows him to easily make changes if he makes a bad selection.

Mar 12, 2013 -- 5:03AM, kadim wrote:

I think the most salient point for me is the fact that the more difficult system to learn was actually seen as the easier one to play with in the end.



The fact that it also had the character that he wanted to play is not an insignificant thing either. Being able to easily create the character concept you want is a great draw for a system. 3e and 4e didn't help with that as much as it could have and 2e didn't have the kind of mechanical customization that makes it matter.

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4 months ago  ::  Mar 12, 2013 - 8:40AM #12
Quasadu
Date Joined: May 24, 2012
Posts: 376

Mar 12, 2013 -- 6:17AM, kadim wrote:


That's a good point that combat is just generally quicker in 2e. I don't use minis for either system so that wasn't such a stretch.


Player's Option. I love 'em, but I hate 'em. In the right hands, they do what you said and create awesome characters that they love. Most of the time, however, I find they bog the game down in stuff I don't really want to deal with as a DM. I think the complete -- books offer plenty of options as well.


The thing I like most about the Player's Option rules is that you can have 'em at the same table in part or in whole and the game still works. That's a triumph of design right there. I'm probably going to incorporate some of the elements in future games like modular class features. I'll leave attributes alone though. Breaking them out into 12 might be interesting for some but I found it awful.




For minis as a compromise I'm going to try something new next session. I've been drawing the maps out on trace paper (so much faster to trace than try to recreate accurately at a different scale) and I just bought a bunch of tiny 5mm six siders that I can use to show the players where people/monsters/etc are. We'll see how that goes.

I absolutely agree with you with regards to Player's Option. I love them but I hate them sometimes. And also about being able to use them along with standard characters in the same group - we're doing that very thing now and it's working out great. I've got two players with fully customised Player's Option characters, two players with straight up PHB characters, and one character that is a bit of a blend of the two. And they're all pretty capable so far. Still only 1st level, though, so we'll see how the balance shakes out at higher levels later. I think it will be fine, as I've done this kind of mixing before back in ye olde days.

They're running through "Against the Cult of the Reptile God" at the moment and loving it.

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4 months ago  ::  Mar 12, 2013 - 8:47AM #13
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Yeah the retraining in D&D is simply archaic. I don't want them to just pay a trainer and suddenly be a totally different build though like you can in games like WoW or D3 (hell, D3 you don't even need to go to town to do it).


I'm usually pretty easy going about players swapping abilities around though.

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4 months ago  ::  Mar 12, 2013 - 8:49AM #14
EnglishLanguage
Date Joined: May 19, 2011
Posts: 5,280

Mar 12, 2013 -- 8:47AM, kadim wrote:


Yeah the retraining in D&D is simply archaic. I don't want them to just pay a trainer and suddenly be a totally different build though like you can in games like WoW or D3 (hell, D3 you don't even need to go to town to do it).




SO don't fl;avor it that way. Flavor it as him teaching you something else and you just simply see no need to use your old abilities anymore.

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4 months ago  ::  Mar 12, 2013 - 8:51AM #15
kadim
Date Joined: Jun 21, 2012
Posts: 2,766
Yeah I know but that only works so much. I think there should be certain limits on how often and how drastically one changes their character around, but it's got to be loose enough to let folks learn options-heavy systems without feeling like they wasted all their time on a character 'cause they picked the wrong feats at level 1 before they knew better.
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4 months ago  ::  Mar 12, 2013 - 8:56AM #16
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

As far as his character creation thing goes, I'm sure that has a big impact on his impressions. However, I'm also sure that after two adventures that took around 20 hours each with two different systems equips him with enough exposure and understanding to dive back into 3e and realise his character ideas without being too daunted.


There's a lot to be said for 2e's relatively lightning fast character creation.

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4 months ago  ::  Mar 12, 2013 - 10:31AM #17
cheethorne
Date Joined: Dec 1, 2005
Posts: 1,070

Mar 12, 2013 -- 8:56AM, kadim wrote:

There's a lot to be said for 2e's relatively lightning fast character creation.



So what parts of character creation in 3e really bogged him down, or was it just feats?

In both systems, did he try to build an Elf Necromancer by looking through the available books (provided by you) and try to figure it out based on what he was seeing or did you give him guidelines like "In 3e, you can do it, but you have to choose the right options" and "In 2e, you can't do it mechanically, but here's how we an reflavour things to get you the feel of what you want"? I ask because information for character creation can be streamlined in various ways and as you've said, named specialties can get him what we wants if and only if the named speciality matches what he is looking for. If, for example, he was looking to make a generic, but powerful wizard then he might still be out of luck when presented with 2+ specialties filled with arcane related feats that he has no ability to distinguish with his level of exposure.

Trying to figure that out, even with higher choice selections like specialties or major class options, like a Necromancy wizard tradition, is still going to be slower than being straight out told that what he is trying to do won't work mechanically.

Actually, the big difference between the two editions would have to be feats, right? In both, you have to choose a race and a class. In both you have to choose either skills or non-weapon proficiencies. In 2e you can choose a kit, which in many ways could be a parrallel to choosing a specialty (ie. a high level concept of grouped abilities), and in 3e most classes have alternate class features that can take affect at level 1. But in 3e, you have to choose an individual feat (or a few depending on class / race) from a sea of options, some of which can only be taken at level 1.

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4 months ago  ::  Mar 12, 2013 - 11:55AM #18
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499
Interesting. I've had very similar experiences with Pathfinder and Anima: Beyond Fantasy. Even though Anima is BY FAR more difficult to learn and play, my girlfriend prefers it because she found it much easier to make the character she wanted

She also prefers 5e over Pathfinder for the same reason. 
My two copper.



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4 months ago  ::  Mar 13, 2013 - 2:24AM #19
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Mar 12, 2013 -- 10:31AM, cheethorne wrote:

Mar 12, 2013 -- 8:56AM, kadim wrote:

There's a lot to be said for 2e's relatively lightning fast character creation.


So what parts of character creation in 3e really bogged him down, or was it just feats?


The feats were the big slow down/break point. Skills were another because I had to explain each one in the context of play, but it was the heavy mechanics approach 3e takes to feats that put him off. There were some 3e things that helped, like the illustration of all the races next to each other in the book. Character classes were clear and easily understood. Attributes were simpler in 3e than in 2e for him to grasp, but the language surrounding rolling checks more confusing ("roll int" actually means int mod, not int). Broader notions such as fighting style, weapon choice, casting vs martial, divine vs arcane and so on were easy for him. Base attack easier to understand than thac0 but actually was about the same for him to resolve in play. Fort/Ref/Will easier to grasp during creation but he actually found 2e saves easier to use in play.


My theory on this is 2e's approach to saves display plainly the targets and I made him aware of any modifiers to the roll he had, so the goal posts stayed the same 3e's save DCs move around and that created a certain delay even when I told him the DC. A more advanced player I might not tell them how I'm modifying the roll and they would understand that there's something going on that they're unaware of, but for him I thought it'd be better to keep it transparent.

Mar 12, 2013 -- 10:31AM, cheethorne wrote:

In both systems, did he try to build an Elf Necromancer by looking through the available books (provided by you) and try to figure it out based on what he was seeing or did you give him guidelines like "In 3e, you can do it, but you have to choose the right options" and "In 2e, you can't do it mechanically, but here's how we an reflavour things to get you the feel of what you want"? I ask because information for character creation can be streamlined in various ways and as you've said, named specialties can get him what we wants if and only if the named speciality matches what he is looking for. If, for example, he was looking to make a generic, but powerful wizard then he might still be out of luck when presented with 2+ specialties filled with arcane related feats that he has no ability to distinguish with his level of exposure.


Just so. With the 3e bit I directed him to specialist wizards and one of the things he really stumbled on was having to pick what schools he'd ban for his specialty. When he stalled there I directed him to the sorcerer or perhaps a generalist wizard that just had a lot of necromantic spells, but that didn't scratch his itch. 2e's schools are presented as a set thing so that decision point wasn't there. We hand waved away the race and reduced the wisdom requirement to 13 'cause he didn't have it and I don't think they're reasonable.


I think a large part of his response to 2e had to do with the fact that things weren't possible but were changed to suit him. 3e can totally do what he wanted and do it well without any changes, but the fact that he had to pick those options was a barrier for him. The fact that 2e's rules are inadequate to fit every concept actually made 2e look better because I was flexible and changing rules to make his character possible. That's not necessarily to do with the rules themselves, but I think the fact that most folks had to change the game to make it something they wanted to play fosters a "can do" kind of culture. I don't think that's necessarily the best way to do that, but it's effective.

Mar 12, 2013 -- 10:31AM, cheethorne wrote:

Trying to figure that out, even with higher choice selections like specialties or major class options, like a Necromancy wizard tradition, is still going to be slower than being straight out told that what he is trying to do won't work mechanically.


Absolutely, but I think if they're passionate about something then it's worth the time. He really wanted that character in 3e and I worked hard to point him in the direction he wanted. Hindsight tells me that I probably should have given him a pregen that met his concept and let him play, but that seems to be a bit of a shame if that's what you have to do for new folks.

Mar 12, 2013 -- 10:31AM, cheethorne wrote:

Actually, the big difference between the two editions would have to be feats, right? In both, you have to choose a race and a class. In both you have to choose either skills or non-weapon proficiencies. In 2e you can choose a kit, which in many ways could be a parrallel to choosing a specialty (ie. a high level concept of grouped abilities), and in 3e most classes have alternate class features that can take affect at level 1. But in 3e, you have to choose an individual feat (or a few depending on class / race) from a sea of options, some of which can only be taken at level 1.


The feats are the big thing. Skills in 3e are far more complex and variable as well. He flipped through the kits and decided to ignore them. He said he wanted to focus on the core before he got into the other books.


I tend to teach everyone in the same way (more or less). I gave him a copy of the PHB a week or so before we played and told him not to read it, but to flip through for ideas and just to get the feel for the game. The day before I dropped him an email and asked if he had any questions, and he had a few about necromancers. Very little about the mechanics was asked. Then we make a character, which takes a while the first time through.


Once all that's done I tend to dive right in, but I keep my encounters fairly simple and try to introduce mechanics slowly through gameplay.

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4 months ago  ::  Mar 13, 2013 - 3:16AM #20
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,954
My players are d20 veterens and I recently ran them through  AD&D second ed with a few houseruls (no level limits, racial restrictions( so an Elf Necromancer is fine. They liked it as well once I kind of managed to break them out of the 3E mentality. Some of them are still asking me about buying magic potions and about wands of CLW though. We're converting them to Myth and Magic a d20 version of 2nd ed that is mostly compatable with AD&D adventures and splats.

 They probably won't have a healer ad are asking me about a NPC cleric to tag along. I've told them I'll tone the encounters down and they can multiclass if they want a healer bad enough. One big difference was the M&M book had the combat tyles form the Complete Fighter/Combat & Tactics books in the core book and the players figured out how to use them in a hurry as opposed to having to wade through 5 splat books.
Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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