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David Noonan on D&D Complexity
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<blockquote data-quote="Eridanis" data-source="post: 3119908" data-attributes="member: 275"><p>It's rules bloat in a way, but not 100%. They have explored so much design space that it's hard, even for the designers, apparently, to remember it all. (See my fresh new sig.) That's not such a bad thing, as long as you keep the editor in your head for the purposes of your own campaign. And have smart friends like James Wyatt to fill in the bits you forget.</p><p></p><p>My main question was: Why did he use the version of the breath weapon spells from DRACONOMICON? They were updated in SPELL COMPENDIUM to be swift actions, not standard actions as he states in his article. (I know the answer, of course: he didn't know, or had forgotten about, the changes. Another point for the rules-bloat folks, I guess.) He could have increased his PC-killing efficiency by several percentage points, methinks...</p></blockquote><p></p>
[QUOTE="Eridanis, post: 3119908, member: 275"] It's rules bloat in a way, but not 100%. They have explored so much design space that it's hard, even for the designers, apparently, to remember it all. (See my fresh new sig.) That's not such a bad thing, as long as you keep the editor in your head for the purposes of your own campaign. And have smart friends like James Wyatt to fill in the bits you forget. My main question was: Why did he use the version of the breath weapon spells from DRACONOMICON? They were updated in SPELL COMPENDIUM to be swift actions, not standard actions as he states in his article. (I know the answer, of course: he didn't know, or had forgotten about, the changes. Another point for the rules-bloat folks, I guess.) He could have increased his PC-killing efficiency by several percentage points, methinks... [/QUOTE]
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