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D&D's Utter Dominance Is Good or Bad Because...
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<blockquote data-quote="Thomas Shey" data-source="post: 9294895" data-attributes="member: 7026617"><p>As I noted, not many have. One that comes to mind here, however, is when Shadowrun went (it later had both of these as options, having shifted back to the original as the default) from its priority system to individual component buys in character generation. This not only made a pretty dramatic difference in the kind of characters you could end up with, it was, shall we say, not very well received in some circles.</p><p></p><p>The only other one that comes immediately to mind was the change between Mutants and Masterminds 1e and 2e, where again a number of things that were clamped together into power groups were broken out (you could make an argument either way with 2e to 3e, where, while there were less strong changes on the whole, they changed not only the attribute set, but how it was expressed).</p><p></p><p>Naturally, like most such things you can make individual arguments about what is and isn't "significant". But I contrast it with games where often you could play a later version coming from earlier versions and make minimal errors (though in some cases underutilizing available options); this would have been true with someone going from playing RuneQuest 1 to RQ3, or someone hopping from the 4th Edition of the Hero System to the 6th.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9294895, member: 7026617"] As I noted, not many have. One that comes to mind here, however, is when Shadowrun went (it later had both of these as options, having shifted back to the original as the default) from its priority system to individual component buys in character generation. This not only made a pretty dramatic difference in the kind of characters you could end up with, it was, shall we say, not very well received in some circles. The only other one that comes immediately to mind was the change between Mutants and Masterminds 1e and 2e, where again a number of things that were clamped together into power groups were broken out (you could make an argument either way with 2e to 3e, where, while there were less strong changes on the whole, they changed not only the attribute set, but how it was expressed). Naturally, like most such things you can make individual arguments about what is and isn't "significant". But I contrast it with games where often you could play a later version coming from earlier versions and make minimal errors (though in some cases underutilizing available options); this would have been true with someone going from playing RuneQuest 1 to RQ3, or someone hopping from the 4th Edition of the Hero System to the 6th. [/QUOTE]
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