Me too. But I also don’t come from D&D. Is the dice rolling worse in Mtg than it is in D&D? If yes, how so?These cards don't get me excited. I still have a strong dislike for all the dice rolling.
Me too. But I also don’t come from D&D. Is the dice rolling worse in Mtg than it is in D&D? If yes, how so?These cards don't get me excited. I still have a strong dislike for all the dice rolling.
D&D isn't a competitive game, it's a social experience. In roleplaying games, you use dice to resolve uncertainty because it helps drive the story in unexpected directions and create memorable experiences. The context is different.Me too. But I also don’t come from D&D. Is the dice rolling worse in Mtg than it is in D&D? If yes, how so?
Me too. But I also don’t come from D&D. Is the dice rolling worse in Mtg than it is in D&D? If yes, how so?
Mown sums it up very well. Brad makes a good point as well. I'll add that the weight of a single die roll is way less important in D&D. Everyone rolls d20's to resolve attacks and skill checks, and the party's success (typically) doesn't hinge on a single d20 roll. Because the sheer number of d20 rolls involved, it becomes more a game of averages, where the variance of the d20 roll determines the difference between success and failure for individual rolls, but (again, typically) not the outcome of the entire fight. Compare this to Magic, where in a 1v1 match, there are a lot less decision points anyway, let alone die rolls, since most cards don't use die rolls. This means the impact of a single d20 roll is going to be a lot bigger by comparison, as is the feelbad potential (either for you, because you rolled bad, or for the opponent, because you rolled really good).D&D isn't a competitive game, it's a social experience. In roleplaying games, you use dice to resolve uncertainty because it helps drive the story in unexpected directions and create memorable experiences. The context is different.
It does the same thing in Magic: the Gathering, but when you're a in competitive game against another player, you're not taking on the role of someone in the finals of a local FNM. You are that person, and a lot of people want their victory to be validated by a feeling that they played well, not that they rolled well. They want to maintain the belief that they are a participant in the game, and not a spectator. Rolling a dice is a very overt way of signaling the introduction of randomness into a game, and critically different from the randomness of the cards you draw. When you are playing a d20 card you are gambling on it doing the thing you want it to. When you are given a bad hand you are basically living the American dream and being asked to be resourceful with the tools you have been given.
This is putting into words pretty much exactly what I've felt about the set, and made me realize that I would've liked the latter much better.you view Forgotten Realms through the lens of a player instead of an inhabitant
This is especially problematic since part of playing an RPG is trying to view the world through the lens of an inhabitant¹. So it ends up feeling really off thematically.you view Forgotten Realms through the lens of a player instead of an inhabitant
I feel like you're saying one thing but meaning another.¹ Let's not get into different roleplaying stances here.
You see them rolling and you're hating?It's unfortunate that they went so deep into dice rolling with this set of commander decks. I'm glancing through spoilers and as soon as I come across "roll" or "venture" I'm out. Especially dislike the variety of dice needed to fulfill different roll requirements. What a fucking mess.
I was never going to be excited for the D&D set, but my overall feelings are still those of disappointment. The cards don't represent the world of D&D, it represents a game of D&D. Instead of portraying the fiction, the game pieces end up portraying other game pieces; you view Forgotten Realms through the lens of a player instead of an inhabitant. It's really jarring, and I'm not a fan. Not all the cards are like this of course, but a very substantial portion of them are.
I find venture to be an interesting mechanic that ultimately comes short in execution. I am excited about what I can do with it as a cube designer, given the freedom to make my own venture cards and dungeons, but the current reality of dungeons is one of little design space to grow in the future, and a very lacking set of enablers in the present. I'm also concerned about how further iterations of similar mechanics might bloat the game in the future.
The class cards are mechanically excellent, and I hope to see more of them in the future. Hopefully in a context with more organic theming.
I don't hate the die-rolling cards, but I don't much care for them either. My sentiments on the flavor words are much the same, they feel like a design crutch to me more than anything.
This one's fun. I already run Faerie Vandal and Jolrael, Mwonvuli Recluse, so I'm kind of interested in this one.
I'm at least gonna give this one a shot. I like the draw-two theme even if I suspect this is usually "make a 1/1 do nothing when it dies".
Sakura-Tribe Elder fetches from the library. This is more of a Arboreal Grazer impression.
Nah. Grazer drops a land when you play it — these (potentially) drop a(n untapped) land when they die, which is kinda like Steve if you squint.