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Changing Sneak Attack to Light Weapons
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<blockquote data-quote="GlassJaw" data-source="post: 7972083" data-attributes="member: 22103"><p>Games simply aren't designed that way. Of course there is a theme. If you are designing a ship-to-ship combat game, you need rules for movement and cannonfire that make sense.</p><p></p><p>But beyond that, game balance and fun are paramount (well these days it's primarily monetization and player retention but that's another discussion). Those drive everything.</p><p></p><p>The narrative writers are given some freedom but everything they write must fit within the game (mechanic) design, and often it's non-negotiable. If the designers see a need for multiple tiers of ship power-ups or the economy model requires a way for players to speed up their ship-building, the writers are tasked with describing it in a way that sense. The design influences the fluff.</p><p></p><p>I've seen situations where there is pushback on the mechanics with respect to the narrative and it's not pretty.</p><p></p><p>Now what I'm describing is primarily video game design and D&D is a different beast but the philosophy still applies.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7972083, member: 22103"] Games simply aren't designed that way. Of course there is a theme. If you are designing a ship-to-ship combat game, you need rules for movement and cannonfire that make sense. But beyond that, game balance and fun are paramount (well these days it's primarily monetization and player retention but that's another discussion). Those drive everything. The narrative writers are given some freedom but everything they write must fit within the game (mechanic) design, and often it's non-negotiable. If the designers see a need for multiple tiers of ship power-ups or the economy model requires a way for players to speed up their ship-building, the writers are tasked with describing it in a way that sense. The design influences the fluff. I've seen situations where there is pushback on the mechanics with respect to the narrative and it's not pretty. Now what I'm describing is primarily video game design and D&D is a different beast but the philosophy still applies. [/QUOTE]
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