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Another Big Playtest Post from Michele Carter
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<blockquote data-quote="Fifth Element" data-source="post: 3877656" data-attributes="member: 48135"><p>The game books are full of things that hurt immersion, from that perspective. A rogue causes 1d6 extra damage on a sneak attack at 1st level - ugh, why do they need to spell that out, it really hurts immersion. Why can't they just say "some extra damage" and leave it at that?</p><p></p><p>And all this talk of levels everywhere in the books is just game-design terminology.</p><p></p><p>I'm all for dropping any pretense that it's not just a book full of game rules. If the designers designed a class to be a defender, I'd like to know that. Maybe I'll play it differently, but there's no reason whatsoever to keep design decisions behind the curtain, so to speak. Players can make better-informed choices with respect to the rules if they know as much about the rules as possible.</p></blockquote><p></p>
[QUOTE="Fifth Element, post: 3877656, member: 48135"] The game books are full of things that hurt immersion, from that perspective. A rogue causes 1d6 extra damage on a sneak attack at 1st level - ugh, why do they need to spell that out, it really hurts immersion. Why can't they just say "some extra damage" and leave it at that? And all this talk of levels everywhere in the books is just game-design terminology. I'm all for dropping any pretense that it's not just a book full of game rules. If the designers designed a class to be a defender, I'd like to know that. Maybe I'll play it differently, but there's no reason whatsoever to keep design decisions behind the curtain, so to speak. Players can make better-informed choices with respect to the rules if they know as much about the rules as possible. [/QUOTE]
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Another Big Playtest Post from Michele Carter
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