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<blockquote data-quote="Bedrockgames" data-source="post: 5905727" data-attributes="member: 85555"><p>Again we are talking about two different issues (mechanical complexity and presentation). But I think i just come down on the opposite side of both of them from you (which shows just how difficult a task wptc has ahead of them). For me those entries do not excite me or make me want to learn about the spell (I find the prose really helps me learn spell effects and the prose if fun). On the subject of mechanical complexity, i do want a bit more from my spells than you suggest here. Spells are the one area of the game where I want a bit of complexity (whether the spell is being used for combat or non combat). But again this is preference. You are not wrong and I am not wrong.</p><p></p><p>One area of caution though, assumming what you want equals how games should be designed in general leads to trouble. There is no ideal game design. Games are designed around a whole host of preferences and with different types of players in mind. D&D in particular walks a tricky line because it is designed for the broadest customer base. So to remain the most popular game it needs to do things that appeal to you and me, but without overly irritating either of us ( a tall order).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5905727, member: 85555"] Again we are talking about two different issues (mechanical complexity and presentation). But I think i just come down on the opposite side of both of them from you (which shows just how difficult a task wptc has ahead of them). For me those entries do not excite me or make me want to learn about the spell (I find the prose really helps me learn spell effects and the prose if fun). On the subject of mechanical complexity, i do want a bit more from my spells than you suggest here. Spells are the one area of the game where I want a bit of complexity (whether the spell is being used for combat or non combat). But again this is preference. You are not wrong and I am not wrong. One area of caution though, assumming what you want equals how games should be designed in general leads to trouble. There is no ideal game design. Games are designed around a whole host of preferences and with different types of players in mind. D&D in particular walks a tricky line because it is designed for the broadest customer base. So to remain the most popular game it needs to do things that appeal to you and me, but without overly irritating either of us ( a tall order). [/QUOTE]
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