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They Changed It Now It Sucks / Tabletop Games

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Note: This article lists examples which take place within fandoms; not the TV Trope's opinion as to whether a change is for the worse. TV Trope doesn't have opinions. The focus is on over-reaction about minor changes.

  • Warhammer:
    • The Oldhammer movement. The Oldhammer players stick to Warhammer 3rd Edition, which is considered by some as the most comprehensive and thorough of all Warhammer Fantasy Battle rules releases, and play it with the appropriate army lists. WHFB 3rd Edition was published 1987.
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    • The End Times series of 2014 caught a fair bit of this reaction, and not just for the gameplay changes. Right from the start, whole parts of the Warhammer World like the ancient empire of Khemri or the Imperial capital of Altdorf were razed to the ground, and venerable characters like Heinrich Kemmler, Volkmar the Grim, Morgianna le Fay, or Eltharion were being killed off by the dozens after decades of character deaths being unheard of. Each book added to the bodycount, until the final volume lived up to its name with an apocalyptic, Kill 'Em All ending. Many players deliberately ignored the event, expecting a Snap Back to the status quo like after the 2005 Storm of Chaos campaign. Except...
    • Instead of Warhammer 9th edition, a new skirmish-level game called Age of Sigmar was released in 2015, which confirmed that yes, the End Times happened, and over thirty years of canon had been chucked out the window to make room for an entirely new setting of "Orruks," "Aelfs," and the fantastic equivalent of Warhammer 40,000's Space Marines. Cue the largest Broken Base in Games Workshop's history, Warhammer armies appearing on eBay in droves, and rival gaming system Kings of War announcing plans to support army lists based on Warhammer's old factions.
      • The largest amount of whinging regarding Age of Sigmar, though, was from the hardcore tournament players about the fact that the game, by default, doesn't have points values. While there was some grumbling from more casual gamers about trying to work out how to balance a friendly game to where it's fun, the vast majority of the wailing and gnashing of teeth came from the people who could no longer work out "optimum" Win At All Costs tournament lists with which to try to slaughter other such people. Both sides have since been placated somewhat by an optional supplement that has rules for competitive gaming, and points values.
  • For Warhammer 40,000 players, "They Changed It, Now It's Heresy" is practically a warcry for the fandom. Every time a codex is released or some lore is changed, there is a massive outcry.
    • A huge backlash came from Matt Ward's revision of the Necrons. Many players did not appreciate the removal of a lot of the scary aspects of their lore, as well as the removal of well-liked units, such as Pariahs.
    • The 2011 Sisters of Battle codex received a very negative reception. Most players felt that the already not-very-powerful Sisters went from "mid-low tier" to "absolutely unplayable." Some of the other changes really led to head-scratching, such as the new Faith system which gives an army 1d6 faith per turn - whether that army is a 500 point skirmish force or a 3000 point massive force. Complaints include failing to scale powers, confusing powers, and nerfing an underpowered army. They changed it so it's simply not even worth fielding.
    • The 2011 Grey Knights codex received an impressively negative reaction for going the other way; the Grey Knights were always liked by fans and considered overpriced before the new codex. The update included some atrocious fluff such as Grey Knights killing Sisters of Battle to use their blood as a holy oil to a chapter master who single-handed managed to bitchslap dozens of Cthulhus without trouble. Add in some absolutely appallingly powerful units, some confusing rules interactions, and models many gamers simply disliked (the baby-carrier Dreadknight) and the cries of Game-Breaker are far louder than those who approve. The errata did not help; it mostly confirmed that every attempt to abuse the Grey Knights' powers was legal.
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    • This example could be made for Space Marines, Blood Angels and Necrons. EACH. They are all made by the same author including the two named examples.
    • Imperial Guard and Dark Eldar seem to have evaded this in part because the IG were the Butt-Monkey for the previous 2 decades and their new codex gave them teeth without being overpowered, and the Dark Eldar codex was 14 years out of date and really didn't change anything significant it just made them consistent with 5th edition rules and more playable but still the hardest faction, that is until the Sisters received their infamous update.
    • In a typical fashion, Games Workshop changed the models of the Daemonettes of Slaanesh, who originally were maximum The '80s to an army of Cute Monster Girls. Male players approved. Then they changed them again and now they look less Eighties but extremely hideous. Male players were not amused. Almost needless to say, the old models achieve record prices on Ebay.
    • The third design for the Citadel paint pots had a screw top. The top would either get stuck from dried paint, or they'd fail to close properly due to dried paint. Needless to say, the design was awful and the outcry was enormous. When Games Workshop realized that people were buying paint from third-party sources, the classic flip-lid was re-introduced and remains to this day.
    • Recent adherence to release of large Monstrous Creature models over the usual squad-based and vehicle-heavy 40k also has some players annoyed. Imperial Knights, Wraithknights and especially Riptide battlesuits have been appearing on tables in greater numbers, much to the chagrin of players who can't afford a horde of massive creatures. Similar things have also occurred with flyers, which were initially almost invulnerable against ground forces until GW repealed that ban. Still, the late focus on the Tau, who were originally the anime tie-in of the 41st Millenium, has some players crying for a redress, since battlesuit armies are on the rise.
    • Other players are also frustrated by the removal of the force organisation chart that originally bound army compositions. Now, players receive a bonus for adhering to the chart, but are otherwise 'unbound', allowing some players to simply field columns of tanks or titans against their opponents. Needless to say, cries of Pay-to-win are not few and far between, and cries of joy where heard when 8th ditched this for a large variety of force organization charts as well as "Open Play" based on relative power levels between units.
  • Among the Magic: The Gathering changes this has been applied to: The Sixth Edition rules changes, the Eighth Edition card face changes, removing Armageddon from the base set, making counterspells more expensive, moving from "Xth Edition" to "Magic 20XX", the Great Creature Type Update, the creation of Type 2, the name change from Type 2 to Standard... and so on. The new visual design of Slivers. Going from alien creatures to weird humanoids. Of special note is the heavy rehaul of the game rules in Magic 2010 (especially related to the combat damage mechanics change), which caused an enormous amount of furor and backlash, and miles of angry blog posts. The resistance to these changes has mostly died out, although some die hard fans of the older rules still persist. The new change to the legendary and planeswalker rules in Magic 2014 also immediately caused a storm of protest, although overall in a much lesser extent.
    • Inverted with the changes to Standard 2014, at least. At the height of one of the most monotonous Standard formats in years, Wizards of the Coast announced that the way sets were released and how Standard was managed were changing. Citing Standard formats that were solved (i.e. the best decks were identified and refined) much faster than in the pre-Internet days the schedule was developed in and the tendency for each 3 set block to have 1 set that made the block's Limited environment worse rather than better, blocks would move from 3 to 2 sets and Standard would move from 8 to 6, rotating twice a year instead of in the fall. Core Sets were also discontinued for being too complex for new players and too simple for established ones. This went over shockingly well, with lead designer Mark Rosewater even releasing a Tales From the Pit comic about how shocked everyone at Wizards was that they'd made a decision the fanbase seemed universally in favor of.
    • This trope came to pass when the first shortened rotation happened. The lands included in the existing Khans of Tarkir expansion and new Battle for Zendikar expansion synergized perfectly, meaning that running 4 or even 5 colors (over the usual 2 or 3) wasn't just possible, it was easy. The format was now a mere 5 sets and had near-perfect mana, meaning that all of Standard was fighting over the same few cards that were the best in the format. Deck prices doubled, the reigning champ coming in at over $700, with the chase card of the format topping out north of $90 each, an unheard-of price for an in-print card. As a result of Standard becoming so massively expensive and expiring faster, attendance plummeted. It would take almost two years of rebuilding, including reverting the rotation change and canning the two set block formula for Standard to recover the massive player count lost over what was nominally a welcome change.
  • Yu-Gi-Oh! suffered from this twice now:
    • First, at the introduction of Pendulum Monsters, that lead to A LOT of monster spamming, and ridiculously accelerated the game, allowing for Synchro or Xyz summons on first turn, or powerful monsters being summoned without tributes.
      • For more information, Here's how they work .
    • Game got so ridiculously fast Konami invented the Link Monsters to balance it: Since they changed the Extra Deck Rules, they've not only nerfed Pendulum Monsters to the point of near uselessness, but also were made obligatory in order to play any decks that relied on Fusion, Synchro and Xyz Monsters as well (which are almost every deck in the game). Since they're recent, they're still not available for most archetypes, meaning they'll integrate poorly in the deck. But it's either that, or forgetting about using your Ace Extra Deck Monster...
      • Their rules are also a bit complex, but anyway, Here's how they work .
      • Also Link Monsters themselves made NOTHING to slow down the game, many people feel it got even faster since their introduction. It's so bad there's a Wild Mass Guess about their advertising anime's motto: "Let's step forward and try", doesn't mean "Don't give up if things don't initially work" as intended, instead it probably means "Don't drop the card game without at least TRYING a Link Summon".
      • Ironically, the supposed underdog Method of Special Summoning, the Ritual Summonsnote , were largely unaffected by both changes. (Why? )
  • Among more legitimate complaints, this comes up a lot when Dungeons & Dragons editions are discussed. The base is not so much broken as it is shattered into a billion tiny splinters. Every single edition changed it and it sucked every single time. Not just Editions. Errata. Adjustments and changes to how powers work can set the forums exploding with "Class X is worthless now!" Complaining about nerfs to characters, in which people might have invested a lot of time is perfectly legitimate. Particularly as, depending on the edition, many/all builds rely on a very limited array of tricks and nerfing even one of them can push a character below the ability that the game assumes to be appropriate for his level. The trend from AD&D through 4E has always been about where to sacrifice verisimilitude to accommodate game-playability. Barring poor testing, the later editions are more mechanically balanced at the cost of things actually making sense from an in-game perspective. The feud is always about how far in either direction is "too far", with most people siding with whichever edition they started with. This trope combined with Broken Base makes D&D less a game system and more a collection of games with similar concepts but are ultimately separate in reality. The announcement that work is being done on writing future a 5th edition that will have modular rules as its selling point seems to be a case of Wizards of the Coast attempting to capitalize on this division. One specific D&D-related example: This review of the D&D-based Facebook app Heroes of Neverwinter. Many of the comments call the reviewer on it.
    • Fifth edition is something of an aversion now that it's been released, having a smaller fan-base than most previous editions but having almost no hate-dom at all.
  • When people on the Privateer Press forums found out that one of the newest units for Warmachine was going to be plastic instead of metal, reactions were... mixed. Many people welcomed the change but a particularly vocal minority condemned it for straying from the "Full Metal Fantasy" aesthetic that the company had cultivated up to that point, among other things. It's either something to do with a feel of solidity, or the vocal minority use their Warmachine figures as sling ammunition and don't want to have to correct their aim. For those curious, resin-plastic warjacks do still feel plenty solid. Probably helps that the torsos are all one giant block of solid resin-plastic rather than being hollow like some of the walkers from another game.
  • Shadowrun, Fourth Edition was announced. And there was much rejoicing. Then the fans found out that the mechanics that have been in place for the last 20 years would be dumped for a somewhat simpler, nWoD-like system (though not quite as forgiving as the system described above). Cue half the fanbase going into instant-fury mode, which developed into major war between the pro-SR4 fans and the anti-SR4 fans long before the game was even released. Things have since calmed down, but in some SR forums comparison between #4 and the other editions is tightly regulated, if not outright "discouraged".
  • Earthdawn's Second Edition had this happen to it as well; in principle the changes to the system were instituted to fix the various broken things in the first release - ED players were subsequently upset that the update broke off backwards compatibility with said First Edition. "Show me the Lightbringers!"
  • The new edition of Hero System (aka Champions) has caused a fair bit of brain meltdown in its longtime fanbase, who have declared it not only sucky but completely ruined, and that all of their old stuff has been rendered completely unusable and there's absolutely no chance for it to interact with older versions. The only actual differences are the removal of an almost completely unused stat ("comeliness") and a single power type that almost nobody used anyway. The fact that dexterity is not the ultimate atribute anymore, that OCV and DCV (the stat that define how easy it's for you to defend and attack.) are now independant characteristic. Simply put, it's the end of the kung fu-ballerina-killer era.
  • Many fans of the original World Of Darkness games were outraged by loss of a metaplot in preference of a more personal focus (though the metaplot of the original games was a point of contention for many players). Still others were furious that White Wolf removed their favorite subgroups (even though most were actually included, if re-envisioned, reclassified, or renamed).
  • BattleTech. There are still people who rant and fume about the Clan Invasion (which had been foreshadowed for a decade), the Jihad, and reconciling the classic game with the established Mechwarrior Dark Ages storyline.
  • A lot of the initial grousing that occurred when Champions went from 5th edition to 6th was originally chalked up to this... until someone started doing a serious analysis of the game and found out that, yeah, there were a lot of new rules that basically arbitrarily screwed your long-established characters, assuming you tried converting them from 5th to 6th.
  • Without fail, EVERY time a new hardcover book for Pathfinder comes out, the Paizo blogs are infested with "BLOAT!" threads and the declaration that the game is getting too huge and too complex. Such threads typically pop up like a rash for about a month, and then disappear completely, until the next hardcover comes out.
  • Many classic children's games, such as Mouse Trap, Perfection, and Operation, have been redesigned by Hasbro to be cheaper to make, accessible to younger players, or so they can call it "new." Original versions are often sold separately as a deluxe "nostalgia" edition. Cue the butt-clenching from parents and grandparents who want to buy their kids the same games they had at their age.


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