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<blockquote data-quote="Lanefan" data-source="post: 9180083" data-attributes="member: 29398"><p>Achieving the purpose for which it was designed has little if anything to do with how fine-tuned the underlying math is.</p><p></p><p>1e, for example, has rather coarsely-tuned math (and a flatter power curve); which IMO is a feature; in that the equivalent of a CR 5 creature can be a challenge to a much wider range of groups than in the other extreme, that being 3.xe. Coarser math also allows variance in character levels within a party without the highers dominating or the lowers feeling useless, and means there's much less need to worry about wealth-by-level or tweaking the advancement rates or anythng else: just do it.</p><p></p><p>Fine-tuning the math would ruin all that.</p><p></p><p>Thing is, if the designers' goals don't happen to match those of a large enough segment of the intended audience the result is a bit of a mess once that design hits the airwaves; and I need look no further than 4e for an example of just this.</p><p></p><p>On this, we agree. There's a real use for computer modelling if one's intent is to fine-tune the hard-crunchy bits and-or determine how often unwanted or unforeseen results might occur. At the same time human testing is needed for other parts, as well as to push the exploit-and-loophole envelope far harder than a computer sim likely ever will.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9180083, member: 29398"] Achieving the purpose for which it was designed has little if anything to do with how fine-tuned the underlying math is. 1e, for example, has rather coarsely-tuned math (and a flatter power curve); which IMO is a feature; in that the equivalent of a CR 5 creature can be a challenge to a much wider range of groups than in the other extreme, that being 3.xe. Coarser math also allows variance in character levels within a party without the highers dominating or the lowers feeling useless, and means there's much less need to worry about wealth-by-level or tweaking the advancement rates or anythng else: just do it. Fine-tuning the math would ruin all that. Thing is, if the designers' goals don't happen to match those of a large enough segment of the intended audience the result is a bit of a mess once that design hits the airwaves; and I need look no further than 4e for an example of just this. On this, we agree. There's a real use for computer modelling if one's intent is to fine-tune the hard-crunchy bits and-or determine how often unwanted or unforeseen results might occur. At the same time human testing is needed for other parts, as well as to push the exploit-and-loophole envelope far harder than a computer sim likely ever will. [/QUOTE]
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