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<blockquote data-quote="Bill Zebub" data-source="post: 9139103" data-attributes="member: 7031982"><p>I'm not usually one to complain about "dumbing down" games or "catering to casuals" and in general like simpler games with fewer rules, but....</p><p></p><p>1. The biggest (worst) change was to Hope. It wasn't perfect before, but it was <s>unique</s> distinct* in that it was, for the most part, a finite resource that didn't replenish over the life of your character, and it had the power to turn a failure into an automatic success, after the roll. Now it's just one of many identical contributors to the dice pool. All the "specialness" is gone from it. </p><p>2. They also changed how Hope interplays with Shadow and your chance of going mad and losing your character. It was a real risk before.</p><p>3. TNs (a.k.a. DCs) are fixed, according to your character's stats. The LM (GM) can assign +/- dice to your pool, but the TNs are invariant. It's sort of like saying that all DCs in D&D are 12, and all the DM can do is give advantage or disadvantage. I truly do not understand the point of this. Not only is there less granularity (which I agree one could argue is unnecessary) but thematically a change in how many dice the player rolls is different from a change in the difficulty level.</p><p>4. And, of course, the above change doesn't apply in all cases. Attack rolls are of course different. And, worst of all, it's not symmetric with monsters. They use different math because they don't have fixed TNs. They go and "simplify" the rules, but then don't make them apply to NPCs? </p><p>5. There was other stuff but I haven't paid attention in a while.</p><p></p><p>*I'm sure that if I called it "unique" some of you would cite prior art from some obscure 80s RPG.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9139103, member: 7031982"] I'm not usually one to complain about "dumbing down" games or "catering to casuals" and in general like simpler games with fewer rules, but.... 1. The biggest (worst) change was to Hope. It wasn't perfect before, but it was [S]unique[/S] distinct* in that it was, for the most part, a finite resource that didn't replenish over the life of your character, and it had the power to turn a failure into an automatic success, after the roll. Now it's just one of many identical contributors to the dice pool. All the "specialness" is gone from it. 2. They also changed how Hope interplays with Shadow and your chance of going mad and losing your character. It was a real risk before. 3. TNs (a.k.a. DCs) are fixed, according to your character's stats. The LM (GM) can assign +/- dice to your pool, but the TNs are invariant. It's sort of like saying that all DCs in D&D are 12, and all the DM can do is give advantage or disadvantage. I truly do not understand the point of this. Not only is there less granularity (which I agree one could argue is unnecessary) but thematically a change in how many dice the player rolls is different from a change in the difficulty level. 4. And, of course, the above change doesn't apply in all cases. Attack rolls are of course different. And, worst of all, it's not symmetric with monsters. They use different math because they don't have fixed TNs. They go and "simplify" the rules, but then don't make them apply to NPCs? 5. There was other stuff but I haven't paid attention in a while. *I'm sure that if I called it "unique" some of you would cite prior art from some obscure 80s RPG. [/QUOTE]
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