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<blockquote data-quote="The Shaman" data-source="post: 2077045" data-attributes="member: 26473"><p>Which of these classes would you use for a Napoleonic hussar? Which would you use for a pirate coxswain?</p><p></p><p>The Gunslinger's Lightning Shot feat is wasted in a world of matchlocks. The Daredevil requires six ranks in Drive which is an utterly useless skill without the Surface Vehicle Operation feat as well. That's what comes to mind without cracking the cover of the core rules.</p><p></p><p>Yes, I can make adjustments to these and any other anachronistic skills, feats, or abilities that crop-up, none of which changes the fact that (a) finding workarounds adds to my GM workload and (b) doesn't explain why so many new AdCs were "needed" for d20 <em>Future</em>. Dreadnought? Strong/Tough in heavy armor. Dogfighter? Fast/Tough/Daredevil. You can make the argument work however you like.</p><p></p><p>Again, I think <em>Sidewinder: Recoiled</em> gets historical AdCs right, both in terms of the period and the relationship to the base classes.</p><p></p><p>I agree - WotC represents the epitome of conservative (some might say staid and unimaginative) business planning.</p><p></p><p>The assumption here is that the best way to make money is to give people what they want. That's not the only approach to a successful business plan, however - innovators and entrepreneurs <u>create</u> <u>demand</u> for products, and when you own the company that produces the World's Most Popular Roleplaying Game, you have a unique set of tools available to do exactly that.</p><p></p><p>There was no "demand" for <em>D&D</em> when it first appeared - TSR <u>created</u> it. How many post-apocalypse RPGs were on the market before <em>Gamma World</em> or <em>Metamorphosis Alpha</em>? They created the niche.</p><p></p><p>Look at Eberron - a brand-new setting built from the floor up preserving only the necessary conceits to make the game compatible with the core rules. This was a fairly innovative step for WotC - I think it's telling that they went <u>outside</u> the company for the inspiration, but that's a separate topic for another time. They used their marketing and production power to <u>create</u> <u>demand</u> for a new setting. Why couldn't they do the same thing with just one Modern or Past setting?</p><p></p><p>I agree that D&D dominates the market, but in a poll here on the ENWorld the next most popular game after D&D was d20 <em>Modern</em>. If I'm running a company like WotC, I'm looking to capitalize on my strengths but I'm also looking for new places to expand as well - that's what keeps a leader out in front, not resting on one's laurels.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2077045, member: 26473"] Which of these classes would you use for a Napoleonic hussar? Which would you use for a pirate coxswain? The Gunslinger's Lightning Shot feat is wasted in a world of matchlocks. The Daredevil requires six ranks in Drive which is an utterly useless skill without the Surface Vehicle Operation feat as well. That's what comes to mind without cracking the cover of the core rules. Yes, I can make adjustments to these and any other anachronistic skills, feats, or abilities that crop-up, none of which changes the fact that (a) finding workarounds adds to my GM workload and (b) doesn't explain why so many new AdCs were "needed" for d20 [i]Future[/i]. Dreadnought? Strong/Tough in heavy armor. Dogfighter? Fast/Tough/Daredevil. You can make the argument work however you like. Again, I think [i]Sidewinder: Recoiled[/i] gets historical AdCs right, both in terms of the period and the relationship to the base classes. I agree - WotC represents the epitome of conservative (some might say staid and unimaginative) business planning. The assumption here is that the best way to make money is to give people what they want. That's not the only approach to a successful business plan, however - innovators and entrepreneurs [U]create[/U] [U]demand[/U] for products, and when you own the company that produces the World's Most Popular Roleplaying Game, you have a unique set of tools available to do exactly that. There was no "demand" for [i]D&D[/i] when it first appeared - TSR [U]created[/U] it. How many post-apocalypse RPGs were on the market before [i]Gamma World[/i] or [i]Metamorphosis Alpha[/i]? They created the niche. Look at Eberron - a brand-new setting built from the floor up preserving only the necessary conceits to make the game compatible with the core rules. This was a fairly innovative step for WotC - I think it's telling that they went [U]outside[/U] the company for the inspiration, but that's a separate topic for another time. They used their marketing and production power to [U]create[/U] [U]demand[/U] for a new setting. Why couldn't they do the same thing with just one Modern or Past setting? I agree that D&D dominates the market, but in a poll here on the ENWorld the next most popular game after D&D was d20 [i]Modern[/i]. If I'm running a company like WotC, I'm looking to capitalize on my strengths but I'm also looking for new places to expand as well - that's what keeps a leader out in front, not resting on one's laurels. [/QUOTE]
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