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4 years ago ::
Jun 15, 2009 - 8:08AM
#1601
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Date Joined:
Feb 16, 2007
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While I agree that changing the official rules to match house rules is a bad policy, I don't think that's what's going on. In software user interface design the discussion is often about the actual system model vs the mental model that exists in the user's mind. If there is a discrepancy between the two, it frustrates people. Some people leap the hurdle and learn to do it this unintuitive way (and become comfortable with it), others get too frustrated and give up. And so in user-interface design you want to make sure that your presentation lends the user to create the right mental model as well as designing the software to match what a user might perceive. The trick to design is striking the right balance. That's why you have "shopping carts" when you are shopping online. Because "items in a shopping cart" is a model you understand. Sure you might be smart enough to figure out that "list of items i want to buy" will all be purchased when you click "checkout" (another term chosen to fit the mental model), but other users might not realize that clicking "buy" would purchase them all immediately. This change isn't like incorporating the house rule "if you don't untap before you draw, you don't get to untap". It's acknowledging the fact that people come to the game expecting that once combat damage has been "done" to a creature, it dies from that damage. You and I both know (since we've made the hurdle into how the system actually works), that damage is assigned, there's a chance to respond, and then it's dealt. But to the "new" player (I say new, but I really think the target was casual players who at most go to an occasional FNM), that intermediate step is inconsistent with how the game is perceived. While it is consistent in the system, it is inconsistent with the user's mental model. This is the issue the change is addressing. I like this summary. Lots of things I've been trying to explain, said better than I've been saying it.
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4 years ago ::
Jun 15, 2009 - 8:08AM
#1602
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Date Joined:
Mar 21, 2006
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What's sad is that even if they decided it was a bad idea there's no going back now that the rules books are printed already (more than likely). That'd be great if it weren't for the fact that Wizards hasn't printed a rulebook in years. The Tenth Edition "book" was a sheet that was impossible to comprehend, but looked really neat. The only way to get a basic rulebook is to navigate through an impossible to comprehend but really neat-looking website and download it.
Incidentally, that rulebook says that damage goes on the stack right on it. The Tenth Edition rules sheet doesn't even MENTION the stack. Anywhere.
Other fun tidbits about the Tenth Edition starters:
1. It comes with two boosters. That's it. You and your friend open those two boosters and pick all of the cards of whatever two colors you think look cool. Then you build two tiny decks and slam them into each other using incomplete basic rules, while Wizards hopes that this is so unimaginably cool to you that you rush out and buy enough packs to build A LEGAL DECK.
2. There is no discussion whatsoever about proper steps or phases. Remember the old Fives rule? Five colors, five phases, combat has five steps? Nope. The steps in Tenth Edition are Untap, Draw, Main, Combat, Main, End. Looks like six to me.
3. Says of instants: You can play these at "almost any time", but doesn't say when you CAN'T play them.
...you know what? Looking at this rules sheet is giving me a headache, and I know how to play the game already. From a graphic design perspective, it's messy and has no coherence or flow. From a rules perspective, it's incredibly vague and not even teaching the game correctly. From an efficiency perspective, they wasted half a 22"x34" poster side with a giant friggin' color wheel. It explains what, in a rulebook, takes a couple of paragraphs.
Honestly, WotC shot themselves in the foot on Tenth Edition, and rather than addressing what is actually wrong with their rules exposure, they're just changing the rules.
Hire competent writers and layout artists. If you teach people the rules to begin with, you don't have to change them later because people didn't learn the right way.
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4 years ago ::
Jun 15, 2009 - 8:11AM
#1603
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Date Joined:
May 18, 2002
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My prediction for next Monday is that MaRo is going to preview "a card we couldn't have printed with mana burn around" My prediction is that this card will be roughly as lame and pointless as Mana Locusts.
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4 years ago ::
Jun 15, 2009 - 8:13AM
#1604
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Date Joined:
Jan 14, 2002
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I can't say I love the revised combat damage system. Is it too late to go back?  The stack based damage system was elegant and easy to understand 99% of the time. The blocking system now seems overly complex for no gain and is not intuitive. So what's actually changed? With no damage on the stack, you have to use damage replacement/prevention effects in the declare blockers phase? And you can't bounce creatures if you still want their damage to be assigned? So not only are the rules less intuitive, because everything used the stack before, but combat tricks have been weakened? I for one, for the first time in ten years of playing Magic, will kindly ask during casual play to use the old combat damage and blocking rules because I find the new rules confusing and annoying.
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4 years ago ::
Jun 15, 2009 - 8:15AM
#1605
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Date Joined:
Oct 11, 2007
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Oh and I've NEVER acted as if my title gave me special privileges. You're the only person who has so much as mentioned it before. I think someone is jealous.
And it is a bit of a coincidence that one of the most vocal opponents found all of these problems, while many other testers haven't. Just sayin'.
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4 years ago ::
Jun 15, 2009 - 8:16AM
#1606
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Date Joined:
Apr 30, 2009
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PLEASE DO NOT CHANGE DAMAGE TO THE STACK RULE !!!
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4 years ago ::
Jun 15, 2009 - 8:16AM
#1607
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Date Joined:
Feb 27, 2008
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I noticed a rules query in a magazine where it was noted that if control of a creature changes during combat, then the damage it was going to deal does not happen. But sacrificing the creature doesn't do that. I can see where this is regarded as not intuitive. But this is not correct. If a creature sacrificed or its controller changes before assigning its combat damage, the creature leaves combat and don't deal any combat damage. But after combat damage assignement, removing the creature from combat in any way don't prevent it from dealing combat damage. That way the current rules works.
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4 years ago ::
Jun 15, 2009 - 8:17AM
#1608
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Date Joined:
Jun 12, 2009
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Think of the old rules as a stick-shift, and the new rules as an automatic transmission. You could probably figure out how to drive an automatic just by watching somebody, but you won't be able to drive a stick-shift unless it's explained to you.
Likewise, the "rules of a test" should be intuitive. If there are answers labeled a, b, c, and d, for example, you would expect to have to choose one. An unintuitive test would mean for you to choose two of them. Of course, if you get it all wrong because of that, it's your fault for not asking the teacher what to do, right?
I'm not a fan of the new double-blocking rules, but luckily they work as people expect most of the time. Deathtouch is explained in reminder text now, so it's not too bad. What's the problem with first strike and double strike? By your statement, most of my state-based exams would somehow now be 'unintuitive.' The stick-shift/automatic analogy isn't bad; I see where you're coming from, but I do disagree that the new rules are automatic. It feels like the reverse in my opinion simply because of the exceptions (not to mention the conga line block and damage-assignment system, which people will be confused about now; 'Wait, it has protection, I still have to deal it full damage?!')
My gripe with FS/DS is that both allow for a second 'chance to respond (priority pass) after their damage dealing round. It doesn't make a lot of sense to me since this is, in a way, 'stacking combat damage' without putting it on the stack. Instead of using the stack as a unified way of combat damage, spells, and abilities (I personally would argue that stuff like burn is really 'damage' in a spell form and therefore, not different from combat damage), FS/DS and normal double-block'd combat damage 'stacks' in a somewhat unnatural way; by phases (or, in the latter case, by order of blockers).
Removing combat damage from the stack also brings up the analogous example new kids are going to ask a lot. You ping with my Prodigal Sorcerer; in response, I burn it down. 'But why do I still take the 1? It's out of play now! Just like combat damage!'
I fear that for a new player, the distinction between combat damage, spells that cause damage, and abilities that deal damage is going to get warped due to combat damage being, admittedly, a major part of the game. It would be more confusing to learn combat damage doesn't use the stack and THEN realize that other forms do (again, we're going with 'ability/spell is analogous and equivalent to the damage it would deal' sort of understanding, which makes sense) instead of first learning the stack and then seeing combat damage on the stack as an example.
Scaffolding, if you will. If WotC wants to make the game 'easier' to teach, then I'd expect one of them to have an education major in their R&D. Scaffolding combat damage on stack into an understanding of the stack is a better teaching method than scaffolding the stack onto combat damage that doesn't use the stack. For a good portion of kids (and teachers who will teach the rules), these new rule changes are unintuitive and make it harder to teach.
And of course, scaffolding combat damage that doesn't use the stack from the stack brings up 'why is combat damage an exception?'
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4 years ago ::
Jun 15, 2009 - 8:17AM
#1609
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Date Joined:
Nov 12, 2008
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Um... the rules have been out for over 120 hours (Wednesday through today) so I am not sure where everyone is getting the 72 hours from. Still 35 is a lot in that time too, but not as unreasonable.
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4 years ago ::
Jun 15, 2009 - 8:19AM
#1610
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Date Joined:
Feb 16, 2007
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So not only are the rules less intuitive, because everything used the stack before, but combat tricks have been weakened? I've heard good and bad things about what will happen to combat tricks. I personally think that the new system where you don't have perfect information about your opponent's intentions at the time you must make your decision has a certain appeal.
You can no longer wait to see whether or not your opponent is going to deal exactly 4 damage to your 4/4 creature when you decide whether or not to give him +1/+1 for instance. One camp of players has decided that this makes pump effects useless, because they can't be played after the commitment has been made. This is one of the few points where I'm getting increasingly skeptical (Zvi Mo...whatsisname had some convincing arguments), because I haven't yet figured out where Giant Growth will fit in the new system. But I think that the possibilities are still open, and in a few months the pro players will shed some new "conventional wisdom" on the game.
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