Neonchameleon
Legend
But you aren't referencing what Monte said, you're referencing an article that's also misinterpreting what he said.
If the article misinterpreting Monte Cook was written by Monte Cook on his own website then yes I am. I looked the article up and not any summaries of it before posting.
Yes, it is a M:tG influenced idea, but the principle is that you can't have every card/feat perfectly balanced due to sheer math. It's not possible. And if the only feats/cards you print are ones that are average or better, then the average inexorably moves up over time. So you have to have some feats that are slightly sub-par, or you get power creep.
Monte's point was that this is OK - a feature, not a bug - because it rewards system mastery. This is not the same thing as "we deliberately make trap feats to trick people who don't min-max their characters correctly".
No. No it isn't. That isn't what Monte Cook said at all. I have linked the original article Monte Cook wrote above and was quoting it directly. He did not say "we made some feats better than others because balance wasn't actually possible". Something I would have respected. He specifically states that "Mostly, we just made sure that we didn't design it away -- we wanted to reward mastery of the game."
I don't mind if you disagree with him - but I resent the 3e bashing of "trap feats" the same way some 4e defenders get sick of people mentioning "weapon expertise feat tax" or whatever the phrase is.
And I resent being told that "you're referencing an article that's also misinterpreting what he said" when I specifically took the time to look the article up, to re-read it, to check whether it said anything different from what I remember it saying, and then to quote it directly with a copy and paste from the web.archive.org archive of the article in question.
For third parties reading this, the section in question written by Monte Cook in his own words reads:
Ivory Tower Game Design by Monte Cook said:[FONT=Arial, Helvetica, sans-serif]Magic also has a concept of "Timmy cards." These are cards that look cool, but aren't actually that great in the game. The purpose of such cards is to reward people for really mastering the game, and making players feel smart when they've figured out that one card is better than the other. While D&D doesn't exactly do that, it is true that certain game choices are deliberately better than others.
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[FONT=Arial, Helvetica, sans-serif]Toughness, for example, has its uses, but in most cases it's not the best choice of feat. If you can use martial weapons, a longsword is better than many other one-handed weapons. And so on -- there are many other, far more intricate examples. (Arguably, this kind of thing has always existed in D&D. Mostly, we just made sure that we didn't design it away -- we wanted to reward mastery of the game.)
I will say that something bad mentioned in that article (the very next paragraph) made it through to 4e, and 4e suffered badly because of it.
[/FONT]There's a third concept that we took from Magic-style rules design, though. Only with six years of hindsight do I call the concept "Ivory Tower Game Design." (Perhaps a bit of misnomer, but it's got a ring to it.) This is the approach we took in 3rd Edition: basically just laying out the rules without a lot of advice or help. This strategy relates tangentially to the second point above. The idea here is that the game just gives the rules, and players figure out the ins and outs for themselves -- players are rewarded for achieving mastery of the rules and making good choices rather than poor ones.