Yeah it all feels very heartbreakery doesn't it. 'Here's a little thing I like to call passive perception'.Tunnels and Trolls has done that since 1975.
Yeah it all feels very heartbreakery doesn't it. 'Here's a little thing I like to call passive perception'.Tunnels and Trolls has done that since 1975.
This feels a bit mean-spirited.Yeah it all feels very heartbreakery doesn't it. 'Here's a little thing I like to call passive perception'.
Why is combining attack and damage rolls considered "good design?"The constraints aren't the issue - the lack of even attempting good design within constraints is part of the issue, but the biggest issue is a total lack of vision - and it's not unique to WotC.
Of course, we’re all talking about personal taste. The prevalence of ‘good’ and ‘bad’ design (or worse, ‘lazy’ — that’s just obnoxious) in discourse these days is unfortunate. It would be nice if people understood that “I don’t like this” is not the same as “it is poorly done”. But then, just look at movie criticism; it’s hardly unique to RPGs. Everything is binary.Why is combining attack and damage rolls considered "good design?"
Why are the much more successful companies bad designers, but MCDM considered good for making a different choice?
Is the phrase "good design" even meaningful?
Like I said. Other games toyed around the idea. T&T used a mass combat wargame mecanic that individuals added to the dice pool. Not individual turns, for instance.Tunnels and Trolls has done that since 1975.
I don’t think that is the case that is being made. The case is that Matt Colville is free to explore and decide what works best for his vision of the game while Jeremy Crawford has both hands tied behind his back by the playtest, and shows no cohesive visionWhy is combining attack and damage rolls considered "good design?"
why do you think that sales equals good design? If that were the case the field would be much more levelWhy are the much more successful companies bad designers, but MCDM considered good for making a different choice?
yes, it is. But just like good design does not equal success, it also does not mean that you personally will like a game with good design when what it is designed to do does not match your tasteIs the phrase "good design" even meaningful?