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General Tabletop Discussion
*TTRPGs General
Does Having 3 Core Books Hurt The Game?
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<blockquote data-quote="Arkhandus" data-source="post: 3719833" data-attributes="member: 13966"><p>No. The D&D Basic Game is for new people who aren't sure they want to spend the extra money on the full game yet.</p><p></p><p>I don't think a 1-core-book system will ever have enough depth, clarity, and long-term use to be worth my while.</p><p></p><p>I got the Shadowrun 3rd Edition book, for instance, but there's a lot of vagueness in the rules and descriptions, so there's a lot that's hard to figure out the use/intended interpretation of. It also doesn't have much in the way of options for each section; there isn't much description for the skills, there are only a modest number of spells (and they have very barebones descriptions), there's only a moderate amount of cyberware to choose from (and again with very barebones, sometimes unclear or confusing descriptions), and a limited selection of other gear. The Matrix, cyberdecks, and Matrix combat/programs are fairly short and limited in detail. Spirits and other critters have even <em>more minimalist</em> detail, which is a shame.</p><p></p><p>I still love SR3, but I would have to buy a couple of additional books before I could make much, if any, use of it (at present the only other book I have is the New Seattle sourcebook; I really need to get a few more books before I even consider running or playing a Shadowrun campaign). It's really interesting to start with, but it's less directly conducive to making characters and playing the game than a D&D Player's Handbook. Though it does have some GM material as well, it's also very minimal.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3719833, member: 13966"] No. The D&D Basic Game is for new people who aren't sure they want to spend the extra money on the full game yet. I don't think a 1-core-book system will ever have enough depth, clarity, and long-term use to be worth my while. I got the Shadowrun 3rd Edition book, for instance, but there's a lot of vagueness in the rules and descriptions, so there's a lot that's hard to figure out the use/intended interpretation of. It also doesn't have much in the way of options for each section; there isn't much description for the skills, there are only a modest number of spells (and they have very barebones descriptions), there's only a moderate amount of cyberware to choose from (and again with very barebones, sometimes unclear or confusing descriptions), and a limited selection of other gear. The Matrix, cyberdecks, and Matrix combat/programs are fairly short and limited in detail. Spirits and other critters have even [I]more minimalist[/I] detail, which is a shame. I still love SR3, but I would have to buy a couple of additional books before I could make much, if any, use of it (at present the only other book I have is the New Seattle sourcebook; I really need to get a few more books before I even consider running or playing a Shadowrun campaign). It's really interesting to start with, but it's less directly conducive to making characters and playing the game than a D&D Player's Handbook. Though it does have some GM material as well, it's also very minimal. [/QUOTE]
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