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General Tabletop Discussion
*Dungeons & Dragons
A critical analysis of 2024's revised classes
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<blockquote data-quote="EzekielRaiden" data-source="post: 9819103" data-attributes="member: 6790260"><p>We--and I very specifically mean "I" as part of that we--certainly should give the designers more grace than we--I--do.</p><p></p><p>Conversely? There are certain mistakes that can be made which do look like a lack of effortful pursuit of solutions. Completely 100% canning the original playtest versions of the Sorcerer and Warlock, for example, rather than giving even <em>one single try</em> to improve them, looks like laziness--especially when you contrast it with the, what, four or five attempts <em>each</em> to make both Proficiency Dice and Specialties work and stick around? If you aren't willing to give one idea even a single fix-up attempt, whereas other ideas were given effort after effort after effort while the feedback remained consistently negative, that speaks of playing favorites with design elements, of "listening" to feedback only when it supports what you already wanted to do. I would, genuinely, consider that a form of design laziness: <em>claiming</em> to actually be soliciting real feedback, which you will respond to and try to address, while <em>actually</em> proceeding more or less how you wanted when you really like an idea, and not even bothering to respond when you weren't that committed.</p><p></p><p>Now, of course, I'm aware that these are issues I personally had strong feelings about, all three of them. That too probably colors my perception of the situation. But I don't see anything wrong with calling out flaws like inconsistency and playing favorites--and summing those things up as "design laziness" seems a reasonably pithy way to say it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9819103, member: 6790260"] We--and I very specifically mean "I" as part of that we--certainly should give the designers more grace than we--I--do. Conversely? There are certain mistakes that can be made which do look like a lack of effortful pursuit of solutions. Completely 100% canning the original playtest versions of the Sorcerer and Warlock, for example, rather than giving even [I]one single try[/I] to improve them, looks like laziness--especially when you contrast it with the, what, four or five attempts [I]each[/I] to make both Proficiency Dice and Specialties work and stick around? If you aren't willing to give one idea even a single fix-up attempt, whereas other ideas were given effort after effort after effort while the feedback remained consistently negative, that speaks of playing favorites with design elements, of "listening" to feedback only when it supports what you already wanted to do. I would, genuinely, consider that a form of design laziness: [I]claiming[/I] to actually be soliciting real feedback, which you will respond to and try to address, while [I]actually[/I] proceeding more or less how you wanted when you really like an idea, and not even bothering to respond when you weren't that committed. Now, of course, I'm aware that these are issues I personally had strong feelings about, all three of them. That too probably colors my perception of the situation. But I don't see anything wrong with calling out flaws like inconsistency and playing favorites--and summing those things up as "design laziness" seems a reasonably pithy way to say it. [/QUOTE]
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A critical analysis of 2024's revised classes
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