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Why TSR-era D&D Will Always Be D&D
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8635892" data-attributes="member: 7023840"><p>Just because some people say that, doesn't mean that is:</p><p></p><p>(1) the actual reason that they don't want to change (a lot of people don't examine their own thoughts too deeply; cf. Socrates); and</p><p></p><p>(2) the reason it isn't being changed.</p><p></p><p>If you are going to propose a new system of ability scores, it is not enough that it be just better than the current system <em>if you were starting from scratch. </em>In other words, the six ability scores that exist already have a lot of things going for them- they have the buy-in of generations of players, they have interdependencies that exist from OD&D through 5e (from items to classes to memes to spells), and they have a recognition factor built-in.</p><p></p><p>All of that means is that the <em>cost of switching </em>from those core six is very, very high at this point. So any proposal would have to be worth it.</p><p></p><p></p><p></p><p>People who don't like damage on a miss almost always cite "verisimilitude" or similar reasons. That's not the same thing.</p><p></p><p></p><p></p><p>Fallacy, not policy. But you actual example isn't a sunk cost fallacy, necessarily. In fact, a lot of time invested learning something that you want to continue to use (especially with a TTRPG) makes a lot of sense.</p><p></p><p>This is why some groups are resistant to taking the time to learn new and complex games. Will the benefit (long-term enjoyment of the new system) be worth the cost (the time invested in learning the system and ramping-up to system mastery).</p><p></p><p></p><p></p><p>I mean, that's not true.</p><p></p><p>Real grognards know that THAC0 can never beat a TABLE!!!!!!!!!</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8635892, member: 7023840"] Just because some people say that, doesn't mean that is: (1) the actual reason that they don't want to change (a lot of people don't examine their own thoughts too deeply; cf. Socrates); and (2) the reason it isn't being changed. If you are going to propose a new system of ability scores, it is not enough that it be just better than the current system [I]if you were starting from scratch. [/I]In other words, the six ability scores that exist already have a lot of things going for them- they have the buy-in of generations of players, they have interdependencies that exist from OD&D through 5e (from items to classes to memes to spells), and they have a recognition factor built-in. All of that means is that the [I]cost of switching [/I]from those core six is very, very high at this point. So any proposal would have to be worth it. People who don't like damage on a miss almost always cite "verisimilitude" or similar reasons. That's not the same thing. Fallacy, not policy. But you actual example isn't a sunk cost fallacy, necessarily. In fact, a lot of time invested learning something that you want to continue to use (especially with a TTRPG) makes a lot of sense. This is why some groups are resistant to taking the time to learn new and complex games. Will the benefit (long-term enjoyment of the new system) be worth the cost (the time invested in learning the system and ramping-up to system mastery). I mean, that's not true. Real grognards know that THAC0 can never beat a TABLE!!!!!!!!! [/QUOTE]
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