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Community
General Tabletop Discussion
*Dungeons & Dragons
On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8253100" data-attributes="member: 82106"><p>Well, just as D&D has evolved, so has M:tG. Back when I started playing, at the beginning of the game, you got as many Black Lotuses as you possibly could and filled your deck with them. They were flat out better in every respect than virtually every other card, except a couple others you had to have to do something with all the mana (so, maybe if you had 20 Black Lotuses they might start to be worse if you added more, but still). NOWADAYS an M:tG deck is often built with maybe just a couple rare cards in it, maybe none at all, and they are usually there more to act as 'resets' or 'jokers', a card that can pop up and turn a losing position into a win. Your basic deck strategy is formed from commons and uncommons synergistically reducing your opponent's options by the equivalent of an arm-lock. Even in the old days there builds like that, 'goblin decks' that just swarmed the opponent with many cheap common creatures faster than he could stomp on them. </p><p></p><p>Nowadays, 4e or 5e, you can simply play whatever you want. You get a set of scores to distribute, which just basically gives you a strength and a weakness you can pick, and then you play a class fit to your strength. If the players really want to be "the awesome band of Rangers" and all play the same class, they darn well can. But that does mean the game is very different. Gary's idea of the game was a whole community of players and their characters doing different things in the campaign, forming parties as needed. If paladins were really rare, then having one in your party was rare. Yeah, that PC was inherently strong, but it was just one of many, next week you were the wimpy thief. If you play today's sort of game with 1e, then one guy is stuck forever as the thief, and the other guy gets to be the rocking paladin every single game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8253100, member: 82106"] Well, just as D&D has evolved, so has M:tG. Back when I started playing, at the beginning of the game, you got as many Black Lotuses as you possibly could and filled your deck with them. They were flat out better in every respect than virtually every other card, except a couple others you had to have to do something with all the mana (so, maybe if you had 20 Black Lotuses they might start to be worse if you added more, but still). NOWADAYS an M:tG deck is often built with maybe just a couple rare cards in it, maybe none at all, and they are usually there more to act as 'resets' or 'jokers', a card that can pop up and turn a losing position into a win. Your basic deck strategy is formed from commons and uncommons synergistically reducing your opponent's options by the equivalent of an arm-lock. Even in the old days there builds like that, 'goblin decks' that just swarmed the opponent with many cheap common creatures faster than he could stomp on them. Nowadays, 4e or 5e, you can simply play whatever you want. You get a set of scores to distribute, which just basically gives you a strength and a weakness you can pick, and then you play a class fit to your strength. If the players really want to be "the awesome band of Rangers" and all play the same class, they darn well can. But that does mean the game is very different. Gary's idea of the game was a whole community of players and their characters doing different things in the campaign, forming parties as needed. If paladins were really rare, then having one in your party was rare. Yeah, that PC was inherently strong, but it was just one of many, next week you were the wimpy thief. If you play today's sort of game with 1e, then one guy is stuck forever as the thief, and the other guy gets to be the rocking paladin every single game. [/QUOTE]
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On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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