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<blockquote data-quote="StinkyEttin" data-source="post: 6755984" data-attributes="member: 6786802"><p>As Kalani said, there are no plans to revisit the story origins rule. We were fortunate in that most of what we wanted was implemented, but that isn't always the case.</p><p></p><p>In response to an earlier comment (can't remember who said it as I didn't want to sift through 25+ pages of comments), saying that there has been "zero explanation" or there is "zero reason" why the rule exists is not really accurate. While there may be zero explanation or reason that suits you, that is wholly different.</p><p></p><p>In a nutshell, story origin (and the attached selection of an allowed rules resource) accomplishes three things.</p><p></p><p>1) It presents a proactive approach to rules bloat. This is something that has plagued the game and the Organized Play program for decades. With each new product that is released, the manner in which the contents therein synergize with one another changes drastically. Just because it hasn't happened yet--or may not happen at all, given Wizard's new release strategy--doesn't mean that it won't happen. In limiting the resources available to a given character, we are able to address rules bloat before it happens. In time, this may change.</p><p></p><p>2) It addresses the inequity in the story origins to date. From a purely mechanical standpoint, due to the EEPC, there is no reason to choose anything but the Elemental Evil story origin. In forcing the allowed rules choice upon the player, that gap between EE and the other story origins is removed; each story origin has mechanical benefits of its own, and EE is no longer the most advantageous choice. In time, this may change.</p><p></p><p>3) Story origin lends its own flavor on the characters. EE characters will have a distinct elemental feel while Rage of Demons characters will be a little mad. With only three seasons under our belt, this isn't immediately noticeable, but hopefully, as new seasons come and go, the lines between characters of different story origins will become more distinct. In time, this may change.</p><p></p><p>So while story origin may not sit well for some folks and while the reasoning behind it may not be apparent to them, there is a purpose behind it. In time, this may change. However, for the time being, it's here to stay.</p><p></p><p>That said, we read feedback. We consider suggestions. But getting rid of something like story origin is going to need something more than "story origin is bad because I don't get unfettered access to everything" as justification for changing it.</p></blockquote><p></p>
[QUOTE="StinkyEttin, post: 6755984, member: 6786802"] As Kalani said, there are no plans to revisit the story origins rule. We were fortunate in that most of what we wanted was implemented, but that isn't always the case. In response to an earlier comment (can't remember who said it as I didn't want to sift through 25+ pages of comments), saying that there has been "zero explanation" or there is "zero reason" why the rule exists is not really accurate. While there may be zero explanation or reason that suits you, that is wholly different. In a nutshell, story origin (and the attached selection of an allowed rules resource) accomplishes three things. 1) It presents a proactive approach to rules bloat. This is something that has plagued the game and the Organized Play program for decades. With each new product that is released, the manner in which the contents therein synergize with one another changes drastically. Just because it hasn't happened yet--or may not happen at all, given Wizard's new release strategy--doesn't mean that it won't happen. In limiting the resources available to a given character, we are able to address rules bloat before it happens. In time, this may change. 2) It addresses the inequity in the story origins to date. From a purely mechanical standpoint, due to the EEPC, there is no reason to choose anything but the Elemental Evil story origin. In forcing the allowed rules choice upon the player, that gap between EE and the other story origins is removed; each story origin has mechanical benefits of its own, and EE is no longer the most advantageous choice. In time, this may change. 3) Story origin lends its own flavor on the characters. EE characters will have a distinct elemental feel while Rage of Demons characters will be a little mad. With only three seasons under our belt, this isn't immediately noticeable, but hopefully, as new seasons come and go, the lines between characters of different story origins will become more distinct. In time, this may change. So while story origin may not sit well for some folks and while the reasoning behind it may not be apparent to them, there is a purpose behind it. In time, this may change. However, for the time being, it's here to stay. That said, we read feedback. We consider suggestions. But getting rid of something like story origin is going to need something more than "story origin is bad because I don't get unfettered access to everything" as justification for changing it. [/QUOTE]
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