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<blockquote data-quote="ExploderWizard" data-source="post: 5029923" data-attributes="member: 66434"><p>Yes it is interesting. Constant updating isn't a new thing. Back in the Basic game days we were constantly adding and updating things into the game. The biggest difference between what was happening then and now is that the patching and revising isn't being done by those playing in the game. </p><p> </p><p>Highly integrated complex rules systems tend to give the pronouncements of the rule gawds more power. Way back when, we laughed at "official" rules updates. No dictated changes needed to be adopted when released. </p><p> </p><p>Unearthed Arcana is a great example. We jumped on that book and played with a lot of it but after the newness wore off more and more of it got dropped. </p><p> </p><p>The new patch method works only because of the involved complexity. I'll be the first to admit that I wouldn't want to play 4E at all without either a pregen or the character builder. I'm not about to hand write out a dozen or more powers that all have to be tweaked and adjusted at least every other level. DMing? Without the monster builder or pre-written modules it just ain't happening. This reliance on the convenience of such tools all comes back to the ruleset that makes them indispensable. Living with constant tweaks and adjustments seems like a small price to pay for the work these tools save. </p><p>So our games are held hostage by the rules gawds unless we wish to abandon our helpful tools. </p><p> </p><p> Back with old basic set if someone said that I had to use certain rules or I would have to do everything by hand it would be easy to laugh at them and tell them to stick it. Looking at a typical statblock now is enough to take the fight right out of you.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5029923, member: 66434"] Yes it is interesting. Constant updating isn't a new thing. Back in the Basic game days we were constantly adding and updating things into the game. The biggest difference between what was happening then and now is that the patching and revising isn't being done by those playing in the game. Highly integrated complex rules systems tend to give the pronouncements of the rule gawds more power. Way back when, we laughed at "official" rules updates. No dictated changes needed to be adopted when released. Unearthed Arcana is a great example. We jumped on that book and played with a lot of it but after the newness wore off more and more of it got dropped. The new patch method works only because of the involved complexity. I'll be the first to admit that I wouldn't want to play 4E at all without either a pregen or the character builder. I'm not about to hand write out a dozen or more powers that all have to be tweaked and adjusted at least every other level. DMing? Without the monster builder or pre-written modules it just ain't happening. This reliance on the convenience of such tools all comes back to the ruleset that makes them indispensable. Living with constant tweaks and adjustments seems like a small price to pay for the work these tools save. So our games are held hostage by the rules gawds unless we wish to abandon our helpful tools. Back with old basic set if someone said that I had to use certain rules or I would have to do everything by hand it would be easy to laugh at them and tell them to stick it. Looking at a typical statblock now is enough to take the fight right out of you. [/QUOTE]
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