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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="billd91" data-source="post: 6076503" data-attributes="member: 3400"><p>By that measure, shouldn't <strong>I</strong> receive help from the mechanics to play the style <strong>I</strong> want to play. Now suppose those are in conflict? What is any game designer to do? Fix our respective problems for us when fixing it for you means breaking it for me?</p><p>I think Wizards is at least trying to get on the right track by modularizing or at least considering it. But part of the solution really has to come from us too. If the game isn't a perfect fit <strong>but we still insist on playing it</strong> (part of the story of D&D's life as the market leader), we need to provide some of our own help and that includes pushing the rogue to be more engaged even when other PCs have more directly useful abilities for the time-being, assuring the cleric he doesn't have to feel guilty during his turns to shine, and finding ways to balance the times that PCs are down with times they are up.</p></blockquote><p></p>
[QUOTE="billd91, post: 6076503, member: 3400"] By that measure, shouldn't [b]I[/b] receive help from the mechanics to play the style [b]I[/b] want to play. Now suppose those are in conflict? What is any game designer to do? Fix our respective problems for us when fixing it for you means breaking it for me? I think Wizards is at least trying to get on the right track by modularizing or at least considering it. But part of the solution really has to come from us too. If the game isn't a perfect fit [b]but we still insist on playing it[/b] (part of the story of D&D's life as the market leader), we need to provide some of our own help and that includes pushing the rogue to be more engaged even when other PCs have more directly useful abilities for the time-being, assuring the cleric he doesn't have to feel guilty during his turns to shine, and finding ways to balance the times that PCs are down with times they are up. [/QUOTE]
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