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<blockquote data-quote="Bluenose" data-source="post: 6442235" data-attributes="member: 49017"><p>I don't think it's possible to assess the game in any terms other than whether it does what the designers intended it to play like. It's not as if it's trying to emulate a particular style of fiction and can be assessed in terms of how closely it cleaves to that. It plays, and if that's the only measure of success or failure then it's a success (a few games don't manage that much). And judging it on whether people like it means it's both a success and failure at the same time, because it's rather easy to find people who both like and dislike it - and the indifferent, in which category I fall.</p><p></p><p></p><p></p><p>One thing my group always does with a new edition is give it a road test. Play a few old modules with some of our old characters and see how it works out. And when we did that with 5e, it got really obvious with the Expedition to the Barrier Peaks module that the existing characters were curb-stomping situations which our expectations were would provide a difficult fight. So, this being anomalous, we tested it several more times with some different characters and parties. The results suggested that magic items actually made a rather large amount of difference to party capabilities, at least in the level 10-14 range. That a selection of a couple of +1 items in particular slots - armour and weapon for Fighters - was roughly equivalent to adding two levels to the character (because we also tried it with the same characters with inferior gear but at higher level). Bigger pluses also didn't give diminishing returns, with the exception that anyone relying on weapon attacks and lacking any magic weapon was at a severe disadvantage overall to even a +1 weapon.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6442235, member: 49017"] I don't think it's possible to assess the game in any terms other than whether it does what the designers intended it to play like. It's not as if it's trying to emulate a particular style of fiction and can be assessed in terms of how closely it cleaves to that. It plays, and if that's the only measure of success or failure then it's a success (a few games don't manage that much). And judging it on whether people like it means it's both a success and failure at the same time, because it's rather easy to find people who both like and dislike it - and the indifferent, in which category I fall. One thing my group always does with a new edition is give it a road test. Play a few old modules with some of our old characters and see how it works out. And when we did that with 5e, it got really obvious with the Expedition to the Barrier Peaks module that the existing characters were curb-stomping situations which our expectations were would provide a difficult fight. So, this being anomalous, we tested it several more times with some different characters and parties. The results suggested that magic items actually made a rather large amount of difference to party capabilities, at least in the level 10-14 range. That a selection of a couple of +1 items in particular slots - armour and weapon for Fighters - was roughly equivalent to adding two levels to the character (because we also tried it with the same characters with inferior gear but at higher level). Bigger pluses also didn't give diminishing returns, with the exception that anyone relying on weapon attacks and lacking any magic weapon was at a severe disadvantage overall to even a +1 weapon. [/QUOTE]
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