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<blockquote data-quote="evil_rmf" data-source="post: 261288" data-attributes="member: 6031"><p>I agree with you there. I also agree with the previous post saying that there can't be much pure crunch left. If Wizards of the Toast spins off all the fluff, what else is there to do? </p><p></p><p>Now add this to the mix: The existing crunch is already too overwhelming to new players. Two years ago, you grabbed the Baker's Handbook, the Kitchen Master's Guide, and the Munchie Manual, and you were done. Now there are all of the books for the different types of pastries, etc... An incoming group of new players is going to look at that and say no way, too expensive and/or too complex. That will reduce the influx of new players. So what do they do? "Mmmmm." says the bean-counters, "Last time we re-invented the game, we gained new players, and brought back some who were out of the fold for years, so let's do it again!"</p><p></p><p>That scares me. Re-do the rules, get it back down to a few types of Donut Holes, and hit the big red reset button. Everyone will come running to buy the new core stuff because, we are all obsesive-compulsive geeks, or so the bean-counters may think.</p><p></p><p>Seriously, if WotT goes to core stuff only, the market will get saturated eventually, as everyone will have the core books, and not nearly everyone wil grab the more esoteric sets of crunch. They will have no choice but to invalidate the game and release a new edition, or sell the core off.</p><p></p><p>My personal experience with D&D dates back to pre-1E. I got out of the game a few weeks after looking over the Dungeoneer's Survival Guide. That was too much crunch, and there were nothing but crunch-happy rules-lawyers around for me to avoid being stuck with it. I tried, people wanted to roll on every 2 feet to see what flaver of mold we might have slipped on, and I said screw it, and quit. Completely missed 2E, and was glad of it when I saw all of the class handbooks, etc.. However, I came back with 3E. For my group, the jury is still out on 3E. We have been talking HarnMaster and HackMaster recently.</p><p></p><p>OK, enough of the analogies. In my opinion, prestige classes in particular, and some magic, *must* be setting-specific to work. I bet the FR specific prestige classes and spells work great in the FR setting. I play a homebrew setting. The stuff in the generic class books would require way too much re-working to work in my world, and really haven't given me enough good ideas to warrant buying them. So to me, it's just extra crunch I don't need. Anyone else feel that way?</p></blockquote><p></p>
[QUOTE="evil_rmf, post: 261288, member: 6031"] I agree with you there. I also agree with the previous post saying that there can't be much pure crunch left. If Wizards of the Toast spins off all the fluff, what else is there to do? Now add this to the mix: The existing crunch is already too overwhelming to new players. Two years ago, you grabbed the Baker's Handbook, the Kitchen Master's Guide, and the Munchie Manual, and you were done. Now there are all of the books for the different types of pastries, etc... An incoming group of new players is going to look at that and say no way, too expensive and/or too complex. That will reduce the influx of new players. So what do they do? "Mmmmm." says the bean-counters, "Last time we re-invented the game, we gained new players, and brought back some who were out of the fold for years, so let's do it again!" That scares me. Re-do the rules, get it back down to a few types of Donut Holes, and hit the big red reset button. Everyone will come running to buy the new core stuff because, we are all obsesive-compulsive geeks, or so the bean-counters may think. Seriously, if WotT goes to core stuff only, the market will get saturated eventually, as everyone will have the core books, and not nearly everyone wil grab the more esoteric sets of crunch. They will have no choice but to invalidate the game and release a new edition, or sell the core off. My personal experience with D&D dates back to pre-1E. I got out of the game a few weeks after looking over the Dungeoneer's Survival Guide. That was too much crunch, and there were nothing but crunch-happy rules-lawyers around for me to avoid being stuck with it. I tried, people wanted to roll on every 2 feet to see what flaver of mold we might have slipped on, and I said screw it, and quit. Completely missed 2E, and was glad of it when I saw all of the class handbooks, etc.. However, I came back with 3E. For my group, the jury is still out on 3E. We have been talking HarnMaster and HackMaster recently. OK, enough of the analogies. In my opinion, prestige classes in particular, and some magic, *must* be setting-specific to work. I bet the FR specific prestige classes and spells work great in the FR setting. I play a homebrew setting. The stuff in the generic class books would require way too much re-working to work in my world, and really haven't given me enough good ideas to warrant buying them. So to me, it's just extra crunch I don't need. Anyone else feel that way? [/QUOTE]
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