I'm pretty much going to agree with Xenongames here. You cite two factors making Unisystem non-newbie friendly:
(1) The use of d10s.
(2) The use of an inconsistent stat + skill mechanic.
(3) A table for levels of successes.
But then you cite oWoD as a "perfect" system for newbies, despite the fact that:
(1) It uses d10s.
(2) It uses an inconsistent stat + skill mechanic.
(3) A table for levels of successes.
There seems to be an inconsistency in your thesis.
More generally, I think experienced gamers tend to have a very wrong-headed idea about what appeals to newbies. The prevalent theory seems to be that games for newbies should be very simple, basic, and mechanics-light.
But the two most successful games in the history of the industry when it comes to appealing to newbies (D&D and oWoD) both feature crunchy, complex rule systems. The theory is that these games were (and are) successful at attracting newbies
despite the crunch, but I think the reality is quite different: They're successful at attracting newbies
because of the crunch (at least in part, there are obviously other factors involved).
The completely open-ended and infinitely modifiable nature of an RPG makes it quite distinct from every other form of entertainment. When you pick up a book, you start reading from the first page and continue reading to the last. With a movie you start watching at the beginning and watch it until the end. Most video games start with a tutorial giving you step-by-step instructions on exactly what the gameplay is. Board games and card games almost universally feature step-by-step instructions that you follow.
Virtually all other forms of entertainment are like an origami book that tell you, step-by-step, how to construct a paper crane. RPGs, on the other hand, are like an origami book that teaches you the different ways to fold paper.
In other words, the typical RPG is like a toolbox. It's got everything you need: It comes with wood, hammers, nails, screwdrivers, screws, drills, bits, and the like. But a complete newbie -- who had no idea what a hammer, screwdriver, or drill are -- looks at a roleplaying game and says, "What am I supposed to
do?"
D&D and oWoD, unlike many RPGs, provide an answer to this question in several ways:
(1) Crunchy game mechanics provide constant answers to the question, "What am I supposed to do if player X tries Y?"
(2) Classes, races, clans, and the like all provide similar structure for the players in creating and even playing their characters.
(3) D&D has the added benefit of an adventure structure (the standard dungeon crawl) that is both (a) easy to create and (b) easy to run, specifically because it provides a clear answer to the question, "What am I supposed to do?" The content of each room provides an encapsulated scenario (something to be done) and the exits from that room provide a concrete path for getting to the next encapsulated scenario.
So these are games which answer the question, "What am I supposed to do?" in both general and specific ways. And they answer the question both in terms of creating characters/scenarios and playing characters/scenarios.
And the crunchy mechanics are an important part of that.
(There is a sweet spot in this: Mechanics that get too complex simply obfuscate the answer to the question in a different way. But evidence seems to strongly suggest that this sweet spot lies more on the crunchy side than the non-crunchy side.)
Experienced gamers, I suspect, get led astray for two reasons:
First, the assumption that "simpler is easier". This seems like common sense, but improvisational actors will tell you that it's not true. Training for improvisational actors start with very specific scenarios in which creativity is focused in a very specific way.
Second, they don't have a lot of contact with newbies. And when they do have contact with newbies, the newbies are able to benefit specifically from the experienced gamer's expertise. That expertise can supply the answer to the question, "What do I do?" in many ways and, thus, supplants the need for the
game to answer that question. In that scenario, it frequently IS easier to teach new players using simpler mechanics.