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MtG: Essentials.
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<blockquote data-quote="Scribble" data-source="post: 5309631" data-attributes="member: 23977"><p>I think you're kind of right, but I don't completely agree with your reasoning. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>I think, like Magic, 4e creates a very small subset of "core" rules. (Small enough that they can pretty much be summed up in the red box.)</p><p></p><p>On top of these core rules, they layer other rules, that modify the game to do whatever it needs to do. This creates the "experience." (Like the cards create the feel of the Magic Game.)</p><p></p><p>Essentials and the original books have somewhat of a different "experience" to them. If you like a certain feel or experience, you can select that idea and roll with it. Get everything in that line. (I think Essentials was going for a more classic D&D feel for instance.)</p><p></p><p>But- since they're all using the same core rules, they're all compatible, so you can swap various pieces in and out and make your own customized feel. It won't hurt the math and throw things off.</p><p></p><p>You can see this idea stretched even further out with Gamma World... As they said it's a totally different experience, but if you know how to play 4e, you already know the rules, aside from a few additional ones that are Gamma World specific. You can even use monsters and stuff from Gamma World in other D&D games if you want.</p><p></p><p>I think the same will be true when the Ravenloft Setting comes out next year. They mentioned that it's entirely playable on it's own, but also functions as a D&D setting. My guess is it will have its own classes, and races and powers and items so that if you just want a Ravenloft D&D experience then you are set- but since it uses the 4e system you'll be able to mix it together with anything you already have.</p><p></p><p>Now I know that "generic systems" isn't a new thing at all. There are a bunch of them, and d20 even can be called generic...</p><p></p><p>I think the key here though is the idea that the core rules are so compact. This lets the "feel" of the game come in majority from the layered on top parts the experience of playing the game feel really different even though everything basically functions under the same math, and basic core rules.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5309631, member: 23977"] I think you're kind of right, but I don't completely agree with your reasoning. :) I think, like Magic, 4e creates a very small subset of "core" rules. (Small enough that they can pretty much be summed up in the red box.) On top of these core rules, they layer other rules, that modify the game to do whatever it needs to do. This creates the "experience." (Like the cards create the feel of the Magic Game.) Essentials and the original books have somewhat of a different "experience" to them. If you like a certain feel or experience, you can select that idea and roll with it. Get everything in that line. (I think Essentials was going for a more classic D&D feel for instance.) But- since they're all using the same core rules, they're all compatible, so you can swap various pieces in and out and make your own customized feel. It won't hurt the math and throw things off. You can see this idea stretched even further out with Gamma World... As they said it's a totally different experience, but if you know how to play 4e, you already know the rules, aside from a few additional ones that are Gamma World specific. You can even use monsters and stuff from Gamma World in other D&D games if you want. I think the same will be true when the Ravenloft Setting comes out next year. They mentioned that it's entirely playable on it's own, but also functions as a D&D setting. My guess is it will have its own classes, and races and powers and items so that if you just want a Ravenloft D&D experience then you are set- but since it uses the 4e system you'll be able to mix it together with anything you already have. Now I know that "generic systems" isn't a new thing at all. There are a bunch of them, and d20 even can be called generic... I think the key here though is the idea that the core rules are so compact. This lets the "feel" of the game come in majority from the layered on top parts the experience of playing the game feel really different even though everything basically functions under the same math, and basic core rules. [/QUOTE]
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