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General Tabletop Discussion
*TTRPGs General
So what exactly is the root cause of the D&D rules' staying power?
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<blockquote data-quote="innerdude" data-source="post: 7354883" data-attributes="member: 85870"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6779310" target="_blank">aramis erak</a></u></strong></em> --- how often do the rules mandate adding/removing or upgrading/downgrading dice? Is this something commonly done in play? Is it primarily when applying the effect of a talent? This does seem to be a point where gameplay slowdown could happen, if the players and GM aren't "on the spot."</p><p></p><p>As far as cost, I had already assumed that I was going to get at least one set of dice as part of my purchase of the system, and ended up just buying two. That way when I finally start using it, I'll never have to worry about having enough dice to add to the pool.</p><p></p><p>I do sometimes get frustrated with FFG's approach of nickle-and-dime-ing their players on every little thing. And this coming from a guy who's easily invested $500+ on Fantasy Flight's Lord of the Rings co-operative card game. I love that game, but the way FFG set up the initial "base" game set is basically a slap in the face. The core box gives you basically two playable game scenarios (the third one is just too hard without investing another $60+ in expansions), they only include 1 or 2 copies of certain cards that are essentially mandatory for good deck building. Players many, many times asked them to just release a core set "booster" that only included additional cards, without forcing them to pay for ANOTHER copy of the scenario decks and resource tokens which they would never need, and they flat out refused. "Want more cards? Buy another core set."</p><p></p><p>It's their right to do it, obviously, but it still irks me if I think about it for too long. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> LOL</p></blockquote><p></p>
[QUOTE="innerdude, post: 7354883, member: 85870"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6779310"]aramis erak[/URL][/U][/B][/I] --- how often do the rules mandate adding/removing or upgrading/downgrading dice? Is this something commonly done in play? Is it primarily when applying the effect of a talent? This does seem to be a point where gameplay slowdown could happen, if the players and GM aren't "on the spot." As far as cost, I had already assumed that I was going to get at least one set of dice as part of my purchase of the system, and ended up just buying two. That way when I finally start using it, I'll never have to worry about having enough dice to add to the pool. I do sometimes get frustrated with FFG's approach of nickle-and-dime-ing their players on every little thing. And this coming from a guy who's easily invested $500+ on Fantasy Flight's Lord of the Rings co-operative card game. I love that game, but the way FFG set up the initial "base" game set is basically a slap in the face. The core box gives you basically two playable game scenarios (the third one is just too hard without investing another $60+ in expansions), they only include 1 or 2 copies of certain cards that are essentially mandatory for good deck building. Players many, many times asked them to just release a core set "booster" that only included additional cards, without forcing them to pay for ANOTHER copy of the scenario decks and resource tokens which they would never need, and they flat out refused. "Want more cards? Buy another core set." It's their right to do it, obviously, but it still irks me if I think about it for too long. :p LOL [/QUOTE]
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So what exactly is the root cause of the D&D rules' staying power?
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