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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="Storyteller01" data-source="post: 1871558" data-attributes="member: 20931"><p>So the fact that MtG always comes out with new rules has no effect on those who play casually, have time to think about there deck builds, and do not play in tournaments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />?</p><p></p><p>I see things a little differently (again, milage may vary). New cards meant a spending frenzy to create the best deck, since new changes either nullified certain strategies or introduced new ones, even if you concider MtG houserules used on site (we did have a few).</p><p></p><p>I have seen the same situation in D&D, and in the same in forums of play (school, campaign groups, etc). Yes, everyone is a casual player, but a DM cannot control what their players will purchase. These players are going to buy these optional rules, see new improvemenets, options, or rules changes (the improved critical feat rules change from 3.0 to 3.5 is a good example), and want to run with the new rules (I've seen several 3.5 OGL sources that "allow" Improved Critical to stack with similar effects, per 3.0. Players don't have to argue about using 3.0 rules in a 3.5 game anymore. They just quote a new 3.5 source). The DM now has to decide whether this rule or that applies.</p><p></p><p>To be honest, I have yet to meet a DM has played a 3.0 or 3.5 game straight from the core rules. It can be done, but most players don't want that. As you said, players deviate from the original rules. If you enforce a strict 'core rules only' set, you lose players. This happens (or happened to me) even if the group agrees on this ahead of time. The new 'options' are just too enticing. Everyone will want to play their own style, and a DM will have to make allowances.</p><p></p><p>Also, the 3.x rules also follow the MtG philosophy (sorry if I butchered the spelling) of 'a rule for everything' instead of 'DM's call', as mentioned earlier on this post. Yes, the rules say that DM's have final say, but human nature prevails is this case. I've run into several players who site obscure new optional rules, even when the DM has already made a call on a situation previously in the campaign. And these weren't the rule lawyers of my group!!</p><p></p><p>My point is that I see so much out there that the DM has to make a call on, or explain to his players (ever have to tell some one that the NPC is not targeted by AoO's for a reason, and not explain why? Or better yet, have that player mimic the same strategy because the rules now allow it?) even with the rules as they are. </p><p></p><p>I'd say that the min/max folks have enough to play with for now, let the roleplayers have their fun...</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 1871558, member: 20931"] So the fact that MtG always comes out with new rules has no effect on those who play casually, have time to think about there deck builds, and do not play in tournaments ;)? I see things a little differently (again, milage may vary). New cards meant a spending frenzy to create the best deck, since new changes either nullified certain strategies or introduced new ones, even if you concider MtG houserules used on site (we did have a few). I have seen the same situation in D&D, and in the same in forums of play (school, campaign groups, etc). Yes, everyone is a casual player, but a DM cannot control what their players will purchase. These players are going to buy these optional rules, see new improvemenets, options, or rules changes (the improved critical feat rules change from 3.0 to 3.5 is a good example), and want to run with the new rules (I've seen several 3.5 OGL sources that "allow" Improved Critical to stack with similar effects, per 3.0. Players don't have to argue about using 3.0 rules in a 3.5 game anymore. They just quote a new 3.5 source). The DM now has to decide whether this rule or that applies. To be honest, I have yet to meet a DM has played a 3.0 or 3.5 game straight from the core rules. It can be done, but most players don't want that. As you said, players deviate from the original rules. If you enforce a strict 'core rules only' set, you lose players. This happens (or happened to me) even if the group agrees on this ahead of time. The new 'options' are just too enticing. Everyone will want to play their own style, and a DM will have to make allowances. Also, the 3.x rules also follow the MtG philosophy (sorry if I butchered the spelling) of 'a rule for everything' instead of 'DM's call', as mentioned earlier on this post. Yes, the rules say that DM's have final say, but human nature prevails is this case. I've run into several players who site obscure new optional rules, even when the DM has already made a call on a situation previously in the campaign. And these weren't the rule lawyers of my group!! My point is that I see so much out there that the DM has to make a call on, or explain to his players (ever have to tell some one that the NPC is not targeted by AoO's for a reason, and not explain why? Or better yet, have that player mimic the same strategy because the rules now allow it?) even with the rules as they are. I'd say that the min/max folks have enough to play with for now, let the roleplayers have their fun... [/QUOTE]
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