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D&D Older Editions
4e - Too much change?
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<blockquote data-quote="tomBitonti" data-source="post: 3920384" data-attributes="member: 13107"><p>One would hope, but I've seen enough software design to know that people don't always use restraint. I think this is getting at a major issue for many folks, which is figuring out how much of the changes are:</p><p></p><p>* Fixes for problems in the existing 3.5e rules, or improvements. I put the changes to saves under this category. That is like the change from THACO to rolling a D20 equal to or higher than armor class. There are other changes that would fall under this category, such as (assuming there are changes here) to simplify grapple, or to allow spell-caster + non-spell caster type multiclassing (in whatever new mechanic there is), or changes to remove many of the save-or-die resolutions. All of these are fixes.</p><p></p><p>* Changes that are more trimming / extending core features. I can see the removal of Gnomes as being under this category. If few players use gnomes, then let's remove them from core. If there were lots of demand for a new half-dragon core race (I don't see it, but I'm willing to suppose), then let's add that.</p><p></p><p>* Other changes to the core mechanics that are made with a goal of moving the game in new exciting directions. This is where I put the eladrin and other race changes. We don't *need* this change, but the designers are speculating that the player community will be happy with the new mechanic / content. Here we get into matters of taste. The new smite abilities? We could get by with just 1 (smite seemed rather underpowered, and too infrequently usable). So there is a reason to make some change. But three smites, usable per encounter? That is more "new exciting stuff". There is also a matter of the quality of the implementation. The strange phoenix ability name is in this category for me.</p><p></p><p>One of the issue that is a major red flag for me is that I haven't heard concise architectural guidelines for the new release. One presumes that there are some, but what are they?</p><p></p><p>For example, with 3.0, there was a major new mechanic, that is, the linearization of class abilities. Going up a level is a +X that can be applied to any character. From 3.5, there is a guideline that class abilities should be smoothly distributed across levels, with no major bump at any levels (in particular, no huge bump at first level), as this allowed metagaming shallow dives into certain classes yielding too much of a benefit.</p><p></p><p>For 4.0, what are the guidelines? I've inferred abilities per day and per encounter, not with enough of a specification to get the underlying design rule.</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 3920384, member: 13107"] One would hope, but I've seen enough software design to know that people don't always use restraint. I think this is getting at a major issue for many folks, which is figuring out how much of the changes are: * Fixes for problems in the existing 3.5e rules, or improvements. I put the changes to saves under this category. That is like the change from THACO to rolling a D20 equal to or higher than armor class. There are other changes that would fall under this category, such as (assuming there are changes here) to simplify grapple, or to allow spell-caster + non-spell caster type multiclassing (in whatever new mechanic there is), or changes to remove many of the save-or-die resolutions. All of these are fixes. * Changes that are more trimming / extending core features. I can see the removal of Gnomes as being under this category. If few players use gnomes, then let's remove them from core. If there were lots of demand for a new half-dragon core race (I don't see it, but I'm willing to suppose), then let's add that. * Other changes to the core mechanics that are made with a goal of moving the game in new exciting directions. This is where I put the eladrin and other race changes. We don't *need* this change, but the designers are speculating that the player community will be happy with the new mechanic / content. Here we get into matters of taste. The new smite abilities? We could get by with just 1 (smite seemed rather underpowered, and too infrequently usable). So there is a reason to make some change. But three smites, usable per encounter? That is more "new exciting stuff". There is also a matter of the quality of the implementation. The strange phoenix ability name is in this category for me. One of the issue that is a major red flag for me is that I haven't heard concise architectural guidelines for the new release. One presumes that there are some, but what are they? For example, with 3.0, there was a major new mechanic, that is, the linearization of class abilities. Going up a level is a +X that can be applied to any character. From 3.5, there is a guideline that class abilities should be smoothly distributed across levels, with no major bump at any levels (in particular, no huge bump at first level), as this allowed metagaming shallow dives into certain classes yielding too much of a benefit. For 4.0, what are the guidelines? I've inferred abilities per day and per encounter, not with enough of a specification to get the underlying design rule. [/QUOTE]
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