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<blockquote data-quote="Celebrim" data-source="post: 3704975" data-attributes="member: 4937"><p>1) I loathe 'per encounter'. What does that mean anyway? How often is 'per encounter'? Do the guys that design 'per encounter' assume that everything is a distinct set peice engagement? Heck, what does 'per encounter' mean to a video game? </p><p>2) I don't really loathe MP systems, but I've never found any that felt well-balanced to me that didn't also have spell levels and other limiting factors. This would be a 'wait and see' for me. I like some things about say the GURPS system in theory, but in practice D&D has been the easiest approach.</p><p>3) I loathe the 'in order to balance all the classes, we have to give them all spells' trick of Diablo, Bo9S, or Iron Heroes. I really hope we aren't going that way (although if I was a betting man I'd say we are), although in all fairness, the IH token system was one of the most elegant magic systems I'd seen and probably plays well at lower levels.</p><p></p><p>Is it me, or is the D&D design seeming to move from Fallout-like (early 3.0 ediition) to Diablo-like (current direction of the game)?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3704975, member: 4937"] 1) I loathe 'per encounter'. What does that mean anyway? How often is 'per encounter'? Do the guys that design 'per encounter' assume that everything is a distinct set peice engagement? Heck, what does 'per encounter' mean to a video game? 2) I don't really loathe MP systems, but I've never found any that felt well-balanced to me that didn't also have spell levels and other limiting factors. This would be a 'wait and see' for me. I like some things about say the GURPS system in theory, but in practice D&D has been the easiest approach. 3) I loathe the 'in order to balance all the classes, we have to give them all spells' trick of Diablo, Bo9S, or Iron Heroes. I really hope we aren't going that way (although if I was a betting man I'd say we are), although in all fairness, the IH token system was one of the most elegant magic systems I'd seen and probably plays well at lower levels. Is it me, or is the D&D design seeming to move from Fallout-like (early 3.0 ediition) to Diablo-like (current direction of the game)? [/QUOTE]
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