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4e design in 5.5e ?
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<blockquote data-quote="Jaeger" data-source="post: 8412915" data-attributes="member: 27996"><p>But we also have examples of design changes effecting the way people play the game, because <em>players will adapt their play to the rules</em>. </p><p></p><p>The designers then interpret that change in player behavior to be the way players <em>wanted</em> to play the game, and then compounding that effect by continuing to change the game in a direction that <em>was just a player reaction to a rules change</em>...</p><p></p><p>There can be lots of unintended consequences with rule changes that many do not pause to consider.</p><p></p><p>Leading to Self-Perpetuating Development Loops:</p><p>[URL unfurl="true"]https://deathtrap-games.blogspot.com/2020/11/how-d-was-engineered-away-from-old.html[/URL]</p><p><em>"This self-perpetuating loop, where developers created a change in the game's structure that changed how it was played, then heard that the game was being played differently, and so then reinforced that structural change, believing they were following a trend, has appeared in a number of ways as the game advanced. It is reminiscent of the Andria Paradox on a number of levels."</em></p><p></p><p></p><p></p><p></p><p>It's not really about learning from the past. </p><p></p><p>It is the inevitable direction balancing the integration of 7 years of different errata and 'improved' rules back into the core books will demand.</p><p></p><p>This guy gets it:</p><p></p><p></p><p>Which means that those subclasses then need to be looked at, etc...</p><p></p><p>The exponential effect of making many small changes is inevitable. Visually it will look pretty much like the same game. But the devil will be in the details.</p><p></p><p>Just think of the words: "Fully Compatible" as more of a guideline...</p><p></p><p></p><p></p><p></p><p>If you meant: "Post 3e edition", then yes: Bounded accuracy was a solid step in the right direction.</p><p></p><p>But 5e defiantly has its share of HP bloat, which counteracts the effects of much of that good work.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8412915, member: 27996"] But we also have examples of design changes effecting the way people play the game, because [I]players will adapt their play to the rules[/I]. The designers then interpret that change in player behavior to be the way players [I]wanted[/I] to play the game, and then compounding that effect by continuing to change the game in a direction that [I]was just a player reaction to a rules change[/I]... There can be lots of unintended consequences with rule changes that many do not pause to consider. Leading to Self-Perpetuating Development Loops: [URL unfurl="true"]https://deathtrap-games.blogspot.com/2020/11/how-d-was-engineered-away-from-old.html[/URL] [I]"This self-perpetuating loop, where developers created a change in the game's structure that changed how it was played, then heard that the game was being played differently, and so then reinforced that structural change, believing they were following a trend, has appeared in a number of ways as the game advanced. It is reminiscent of the Andria Paradox on a number of levels."[/I] It's not really about learning from the past. It is the inevitable direction balancing the integration of 7 years of different errata and 'improved' rules back into the core books will demand. This guy gets it: Which means that those subclasses then need to be looked at, etc... The exponential effect of making many small changes is inevitable. Visually it will look pretty much like the same game. But the devil will be in the details. Just think of the words: "Fully Compatible" as more of a guideline... If you meant: "Post 3e edition", then yes: Bounded accuracy was a solid step in the right direction. But 5e defiantly has its share of HP bloat, which counteracts the effects of much of that good work. [/QUOTE]
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