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Maybe there are other games, who have released printings that were simply not compatable with one another? If so please list them, that I will know never to invest in those games in the future. Thanks.
Magic: The Gathering is the first that comes to my mind...
When Jason pitched the outline for this book, my first comments were about the proposed list of classes, and mirror many of the comments seen here: Why A and B, but not C and D?
I can assure you he had really good answers, though I can't really share most of them right now. But i will give you one: a couple of the classes that are not called out in the Classes chapter on the outline rely heavily on systems that are called out in other chapters.
Freehold DM wrote:
People who share your viewpoint are very much in mind here.
All of the cards are different... but exactly how many rules references there are depends on how you count them.
Some concepts are short enough that they fit on one side of a card; in those cases, there's a related concept on the other side. Example: "Initiative" and "Flat-Footed" are opposite sides of the same card.
Some concepts are long enough that they fill both sides of a card. Example: "Critical Hits" takes up the front and back of one card.
Some concepts are spread across multiple cards, though when that happens, they are divided into subconcepts. Example: "Attacks of Opportunity" is divided into three double-sided cards: "Threatened Squares", "What Provokes One?", and "Making the Attack".
To be perfectly honest, I don't think any cards would have been able to stay even if you defeat a villain there. The order of operations after defeating a villain calls for banishing cards first, THEN flipping the card and triggering the "when permanently closed" effect.
Clever fellow! This is in fact a tiny hole that I don't believe any players have ever pointed out before. We've closed it in Skull & Shackles:
S&S Rulebook wrote:
If you didn’t find any villains, perform the When Permanently Closed effect: First, apply any effects that say “before closing.” Then banish all of the cards from the location deck; it is now closed. Finally, apply any effects that say “on closing” and flip the location card over.
A card like Garrison would now say "Before closing, set aside any weapons and armors from this location deck. On closing, shuffle them back into this location deck."
I didn't, but I will say this:
Last call for RotR errata!
Yep—it's all optional fun enhancement. The baseline play style for S&S is right where RotR was*: A Base Set, a Character Add-On Deck, and six chapters worth of adventure, so if you don't opt in to any of the new stuff, you won't be losing any ground.
*Okay, in the interest of full disclosure, we did make *one* small change to the baseline play experience for S&S, and that's that the Skull & Shackles Base Set includes *five* scenarios before you begin Chapter 1. Runelords had only 3, so you get two more scenarios in S&S than RotR.
Me too—I don't think Reaper has actually told anyone that yet...
Vic Wertz wrote:
Actually, let me go one further: Everyone please leave your opinions of other people's opinions out of the discussion. That way, we can have a discussion. Otherwise, we can have a locked thread.
John Kretzer wrote:
Think of this book as a friendly guide to the Core Rulebook with a focus on building, leveling, and playing a character from that book. Anything that doesn't directly contribute to those things does not belong here.
Theryon Stormrune wrote:
My only question is that I do have 4+ tickets. I am planning on picking up all the class decks at GenCon. I was planning on buying all but one deck initially and then getting my freebie at my first event. Should we be worried that the one we want wouldn't be available at the event?
We'll have a lot. It's possible that if everybody who pick up a deck chooses the same one, we'll run out of that one—but I think it's unlikely to be a problem.
Matt Thomason wrote:
Card stock covers are really not much more expensive than self-covers (that is, using the same paper stock for the cover that you use throughout). We're talking pennies here.
You might also be surprised to learn the cost between black-and-white and color printing is actually pretty negligible, as long as you select the right printer for the right job. (We're maybe talking a few dimes, depending on the content ratio.)
Eliminating the tuckbox from the deck of cards would also just be a tiny difference—pennies again.
Even when marked up to go through the retail channel, we're talking about a saving just a few bucks—maybe that box set I described above could be priced at $74.99 instead of $79.99. $69.99 if we think the volume were really high.
You are correct that black-and-white art costs a fair bit less, though.
But one tends to think of box sets as a premium product, and b&w art and self-covered books is pretty much in direct opposition to the notion of premium. Making a box set deliberately lower quality than all of our other products is not a thing we'd actually consider doing.
T7V Jazzlvraz wrote:
If you saw the screenshots of Ryan playing Alpha, you will know that he died a *lot*.
Early on, he joked (or maybe half-joked) about making you die as part of the game's tutorial, in the hopes of helping diminish your fear of death. I actually still think that's a good idea.
It's a given that you will die—that's not the problem with soloing. The problem with soloing is that one of the primary goals of the game is maximizing useful human interaction. Goblinworks is pouring everything they have into making that part of the game as fun as possible. So if you are trying to avoid that, you will be missing a huge percentage of the things that we are doing to make the game fun. Your experience will be very limited, and if you don't find it fun, that's on you, not us.
And if you want to know how we did it with the Beginner Box, the answer is that product has a very small profit margin. Our goals for that product are more about introducing new players to the game and our setting, and less about making money. (This is why when you do see a box set in our industry, it's usually an intro product.)
And if you want to know how TSR did it back in the day... see here.