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Fortune Cards Threads [Merged]
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<blockquote data-quote="delericho" data-source="post: 5421732" data-attributes="member: 22424"><p>It's not. However, with this product it is clear that the issue of what is good for the business is the primary motivation, and the question of what is good for the game is a much lesser consideration (if it is being considered at all).</p><p></p><p>D&D is (or was) a collaborative game. Game balance is about trying to ensuring that nobody is overshadowed by anybody else, because that's not fun (and wasn't eliminating the not-fun one of the key parts of the 4e rollout?).</p><p></p><p>The structure of this product means that the player who spends the most will have the best character, and probably not just slightly. They're sacrificing game balance for money, and that's why this is not a good thing.</p><p></p><p></p><p></p><p>Due to the much more "wahoo!" nature of Gamma World, there was a place for the boosters: at a one-off session, everyone gets 1-3 unopened boosters, open them at the table, and build their characters based on the cards they get.</p><p></p><p>I absolutely would not use them for campaign play in Gamma World (nor play in a campaign where they were used). And where I would use Gamma World mostly for one-offs, D&D I use mostly for campaign play.</p><p></p><p></p><p></p><p>Remember how "Book of Nine Swords" was a test-bed for the mechanics of 4e? This is almost certainly a test-bed for the mechanics of 5e - if this product flies, expect to see the 5e powers available on a deck.</p><p></p><p>(And, yes, I would expect to see the 5e power cards having unique codes to tie in to the DDI. Also, virtual boosters available through the DDI. And, probably, some powers being unique to each delivery method, with some of the best combos possible only by combining the two.)</p><p></p><p>Or, I'm wrong, and this is genuinely just another attempt at them improving our games. How I hope I'm wrong on this one...</p></blockquote><p></p>
[QUOTE="delericho, post: 5421732, member: 22424"] It's not. However, with this product it is clear that the issue of what is good for the business is the primary motivation, and the question of what is good for the game is a much lesser consideration (if it is being considered at all). D&D is (or was) a collaborative game. Game balance is about trying to ensuring that nobody is overshadowed by anybody else, because that's not fun (and wasn't eliminating the not-fun one of the key parts of the 4e rollout?). The structure of this product means that the player who spends the most will have the best character, and probably not just slightly. They're sacrificing game balance for money, and that's why this is not a good thing. Due to the much more "wahoo!" nature of Gamma World, there was a place for the boosters: at a one-off session, everyone gets 1-3 unopened boosters, open them at the table, and build their characters based on the cards they get. I absolutely would not use them for campaign play in Gamma World (nor play in a campaign where they were used). And where I would use Gamma World mostly for one-offs, D&D I use mostly for campaign play. Remember how "Book of Nine Swords" was a test-bed for the mechanics of 4e? This is almost certainly a test-bed for the mechanics of 5e - if this product flies, expect to see the 5e powers available on a deck. (And, yes, I would expect to see the 5e power cards having unique codes to tie in to the DDI. Also, virtual boosters available through the DDI. And, probably, some powers being unique to each delivery method, with some of the best combos possible only by combining the two.) Or, I'm wrong, and this is genuinely just another attempt at them improving our games. How I hope I'm wrong on this one... [/QUOTE]
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