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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Emerikol" data-source="post: 7469047" data-attributes="member: 6698278"><p>I think this thread has devolved into three different threads.</p><p></p><p>Why don't you guys obsessed with giant's legs go get a thread of your own <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />.</p><p></p><p>I appreciate the one guys advice but it was mostly "just think about them differently" which wasn't really what I was after in this thread.</p><p></p><p>As for WOTC, I am still undecided on whether they just chose to ignore us when not ignoring was almost free OR whether they really had no one one staff that fully understood our viewpoint.</p><p></p><p>When you design a game with essentially built in subclasses, you would think the controversial mechanics would go in the subclasses. You would think you'd then design subclasses that basically appealed to the different styles. By building second wind, action surge, etc. into the base they ruined every subclass. Again who knows what they were thinking. Bawylie in a short time gave an easy option they could have used. So I don't think it is design skill.</p><p></p><p>And while people who are really bugged by some of these things are rare, the cost to add them to their playerbase is really small.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7469047, member: 6698278"] I think this thread has devolved into three different threads. Why don't you guys obsessed with giant's legs go get a thread of your own :-). I appreciate the one guys advice but it was mostly "just think about them differently" which wasn't really what I was after in this thread. As for WOTC, I am still undecided on whether they just chose to ignore us when not ignoring was almost free OR whether they really had no one one staff that fully understood our viewpoint. When you design a game with essentially built in subclasses, you would think the controversial mechanics would go in the subclasses. You would think you'd then design subclasses that basically appealed to the different styles. By building second wind, action surge, etc. into the base they ruined every subclass. Again who knows what they were thinking. Bawylie in a short time gave an easy option they could have used. So I don't think it is design skill. And while people who are really bugged by some of these things are rare, the cost to add them to their playerbase is really small. [/QUOTE]
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