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10-18-2011 Legends and Lore - Preserving the Past
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<blockquote data-quote="Mistwell" data-source="post: 5710380" data-attributes="member: 2525"><p>The story elements don't have to have power assumptions for the most part (except for room size, which increases in 4e, but I don't think players of other editions would mind if some rooms happened to be larger than they were used to, and 4e players can cope with some smaller rooms as well). It's the challenges that must have power assumptions, and it's the challenges that have different stats depending on edition played. Each challenge remains balanced for each version of the game.</p><p></p><p></p><p></p><p>I disagree. First, running away isn't necessarily more or less in vogue now than before in my opinion (that's a DM and player style, not a version choice), and the 4e intro modules all assumed you had to run away for some encounters (the designers even mentioned that initially). This is not a story element that needs to be different depending on the rules you're using. I do not think 4e players will get all upset about a well written module that assumes the party will run away from a tough encounter. </p><p></p><p>Second, you can still make those assumptions in the stats of the monsters. For example, if you want a 4e version to be tough but winnable, the monster stats for the 4e monsters in that encounter will reflect that. If you want the same encounter for 1e to be flee or die, those stats will reflect that. All of that can be controlled in the monster stats.</p><p></p><p></p><p></p><p>You don't write modules for all editions. You write one module, with stat blocks for all editions. Once you have all the data in DDI, it's not that big a leap to have a back-end designers system that relates data between editions, and roughly adjusts stats for all editions when you enter a set of master stats. Then you do some minor tweaking. Most of the work is done up front with the designers system relating data and balance issues. The module writer is just doing some minor tweaking based on a set of version guidelines of things to adjust that the computer cannot handle, which is mostly going to be outlier abilities and such. </p><p></p><p></p><p></p><p>The stats portion doesn't need to be hard-copy, and thus the cost to the customer is not an issue. You buy the story version hard-copy (nice maps, NPC descriptions, aids for the DM to flow the adventure and tailor it to a particular party, encounter lay-out, overviews, etc.), and then download the stats for the encounters depending on the version you want. That even allows monster cards to be downloaded for a module.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 5710380, member: 2525"] The story elements don't have to have power assumptions for the most part (except for room size, which increases in 4e, but I don't think players of other editions would mind if some rooms happened to be larger than they were used to, and 4e players can cope with some smaller rooms as well). It's the challenges that must have power assumptions, and it's the challenges that have different stats depending on edition played. Each challenge remains balanced for each version of the game. I disagree. First, running away isn't necessarily more or less in vogue now than before in my opinion (that's a DM and player style, not a version choice), and the 4e intro modules all assumed you had to run away for some encounters (the designers even mentioned that initially). This is not a story element that needs to be different depending on the rules you're using. I do not think 4e players will get all upset about a well written module that assumes the party will run away from a tough encounter. Second, you can still make those assumptions in the stats of the monsters. For example, if you want a 4e version to be tough but winnable, the monster stats for the 4e monsters in that encounter will reflect that. If you want the same encounter for 1e to be flee or die, those stats will reflect that. All of that can be controlled in the monster stats. You don't write modules for all editions. You write one module, with stat blocks for all editions. Once you have all the data in DDI, it's not that big a leap to have a back-end designers system that relates data between editions, and roughly adjusts stats for all editions when you enter a set of master stats. Then you do some minor tweaking. Most of the work is done up front with the designers system relating data and balance issues. The module writer is just doing some minor tweaking based on a set of version guidelines of things to adjust that the computer cannot handle, which is mostly going to be outlier abilities and such. The stats portion doesn't need to be hard-copy, and thus the cost to the customer is not an issue. You buy the story version hard-copy (nice maps, NPC descriptions, aids for the DM to flow the adventure and tailor it to a particular party, encounter lay-out, overviews, etc.), and then download the stats for the encounters depending on the version you want. That even allows monster cards to be downloaded for a module. [/QUOTE]
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