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<blockquote data-quote="Scribble" data-source="post: 4608178" data-attributes="member: 23977"><p>I mean they know that there will be splats in the future. They know people want to buy them, and so they want to sell them, so they also need to build the system to account for them from the start.</p><p></p><p>Easiest example I can point to is what combination of characters do you balance the game to?</p><p></p><p>3e balanced the party to the original "core classes." fighter, wizard, rogue, cleric. The game assumed those were in the party. It worked, but then once you start replacing those classes with others, things get messier.</p><p></p><p>So 4e instead balances assumptions in the game to a broader idea of "roles."</p><p>This allows you to easily add as many new classes as you want without messing up the math assumptions. </p><p></p><p>Another area this shows in classes is te fact that they use the power system. No longer do classes get their main kick from their class. The powers supply what they can do mostly, so even if later on down the road the powers for one class start creeping upward? They can release new powers more in line with the new ones for the old classes and insure they remain relevant.</p><p></p><p>Also with the power system, each time you play a character it can be a different experience... so the old classes don't have to become "boring." When people start getting bored with Warlocks? Just throw in some new schticks and jazz them up a bit.</p><p></p><p>That kind of stuff.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4608178, member: 23977"] I mean they know that there will be splats in the future. They know people want to buy them, and so they want to sell them, so they also need to build the system to account for them from the start. Easiest example I can point to is what combination of characters do you balance the game to? 3e balanced the party to the original "core classes." fighter, wizard, rogue, cleric. The game assumed those were in the party. It worked, but then once you start replacing those classes with others, things get messier. So 4e instead balances assumptions in the game to a broader idea of "roles." This allows you to easily add as many new classes as you want without messing up the math assumptions. Another area this shows in classes is te fact that they use the power system. No longer do classes get their main kick from their class. The powers supply what they can do mostly, so even if later on down the road the powers for one class start creeping upward? They can release new powers more in line with the new ones for the old classes and insure they remain relevant. Also with the power system, each time you play a character it can be a different experience... so the old classes don't have to become "boring." When people start getting bored with Warlocks? Just throw in some new schticks and jazz them up a bit. That kind of stuff. [/QUOTE]
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