Eric Hughes wrote:
One thing I've noticed about the newer players coming back to Arcanis, and I include myself in this group, is that we still hang on to the old concept of DnD combat roles. At the extreme end, and I've been guilty of this, is trying to build PC's that are in effect one trick, or limited trick, ponies. The system actively discourages this, but it can take some time for the stubborn of us to give up old habits. So my question for the group is how can I teach players to develop well rounded concepts start to finish?
...snip...
I'm looking for a list of talking points and generalities that the system was specifically intended to encourage, and a list of things that it actively discourages that I discuss with new players building their first PC.
Honestly let them figure it out the way we did ... Play a couple of mods and figure it out yourself. Then rebuild or change characters to fit your concept. Bullet points?
*I do believe three ranks a level in some form of "Combat" skill is important.
*For me clock management is the biggest key because I tune out if I don't act very 5-6 ticks. That's more important to my enjoyment than damage inflicted or hard control unleashed.
*The role of the healer in this game is much reduced.
I wrote out a 5-6 page essay on the world and character creation to help get my head around the new system when it came out. Really my meditation on the core of the game. PM me or email me at seahulk AT yahoo and I'll send you a copy if you are interested.