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A problem with new school as of 3.x and later. Or is it a problem?
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<blockquote data-quote="Barastrondo" data-source="post: 5070538" data-attributes="member: 3820"><p>I'd argue it's a false dichotomy, at least as far as the game in actual play. It's true that planning adventures for a game is going to be a different process depending on how many different options are considered available to the players, but published adventures are usually easily breakable no matter the edition. For example, many adventures don't adequately take into account that character motivations can vary. </p><p></p><p>Once you get into the realm of doing your own adventures, of course, edition just doesn't matter. There may be a minigame of "deck building" with players, or not, but there just isn't any less thought given to the specifics of PCs and what they can do, or what their players like to do. Even in 4e, which is about the utmost of design in the sense of trusting the I can't count the number of times I've seen advice thrown around like (for 4e) "you should use more minions if you have controllers in the party, and they'll be more annoying if you don't" or (for 3e) "rogues in your group are not going to have any fun if you use a lot of undead." </p><p></p><p>I've seen "deckbuilding" characters in 1e and 2e, and my life has been full of adventures customized to the PCs in 3e and 4e. I think this is really a question of adventure design rather than game design proper. The hurdles facing someone trying to make an adventure useful for as many groups as possible, no matter the game (be it D&D or not)... they're considerable, no matter the edition.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5070538, member: 3820"] I'd argue it's a false dichotomy, at least as far as the game in actual play. It's true that planning adventures for a game is going to be a different process depending on how many different options are considered available to the players, but published adventures are usually easily breakable no matter the edition. For example, many adventures don't adequately take into account that character motivations can vary. Once you get into the realm of doing your own adventures, of course, edition just doesn't matter. There may be a minigame of "deck building" with players, or not, but there just isn't any less thought given to the specifics of PCs and what they can do, or what their players like to do. Even in 4e, which is about the utmost of design in the sense of trusting the I can't count the number of times I've seen advice thrown around like (for 4e) "you should use more minions if you have controllers in the party, and they'll be more annoying if you don't" or (for 3e) "rogues in your group are not going to have any fun if you use a lot of undead." I've seen "deckbuilding" characters in 1e and 2e, and my life has been full of adventures customized to the PCs in 3e and 4e. I think this is really a question of adventure design rather than game design proper. The hurdles facing someone trying to make an adventure useful for as many groups as possible, no matter the game (be it D&D or not)... they're considerable, no matter the edition. [/QUOTE]
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A problem with new school as of 3.x and later. Or is it a problem?
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