Glyfair
Explorer
Tough call where to put this, but it's only tangentially about 4E, so this is the spot.
The most recent entries in David Noonan's blog cover the design of 3.0 and how playtesters affected the system.
The most recent entries in David Noonan's blog cover the design of 3.0 and how playtesters affected the system.
David Noonan's blog said:Historical Perspective on D&D 3.0, Part I: Here's something I wonder about sometimes...what's going to be the cyclical initiative of 4.0?
What the heck do I mean by that? Back in 1999, we revealed that in third edition D&D, initiative essentially set a "batting order" that would last for the whole fight. Oh, the howls! Lots of folks were used to rolling every round, and being "stuck" with a low roll was anathema to them. (After eight years playing the game, I think everyone realizes that this is a pretty hollow critique. But at the time, it was reasonably widespread.)
We heard this complaint about cyclical initiative a lot from observers, but also from playtesters. (Keep in mind that 3.0 playtesting was much less targeted, so a lot of playtesters were commenting on what they'd read in the manuscript before actually using it at the table.) But we were using cyclical initiative ourselves, so we saw the upside. Ultimately, we stuck to our guns, and almost everyone came around on cyclical initiative.
(And I'm using "we" in the general sense here. In 1999 I was an RPG editor recently arrived from our magazine for Magic: The Gathering players, which let me observe a lot of these events. But I wasn't a decisionmaker by any stretch of the imagination.)
So when I ask myself, "What's going to be the cyclical initiative of 4.0?" it's really shorthand for "What's a game element that is going to stick in players' craws at first, but once they try it, they'll love it?" If we can answer that question, we can expend a little extra effort telling you why we're doing things in a way that seems out-of-whack to you.
David Noonan's blog said:Historical Perspective on D&D 3.0, Part II: Yesterday I talked about how we stuck to our guns with cyclical initiative. Today, let's look at the evil twin: Multiclassing restrictions for monks and paladins. Fairly late in the 3.0 process, there was a push to get rid of them and let monks and pallies multiclass however they like. The playtesters told us with some certainty: "Don't you dare." So the multiclass restrictions remain.
And they're a mistake. I'd contend that you put the world-story through bigger contortions explaining someone who multiclasses into barbarian than you do explaining a monk who multiclasses into something else, then takes more levels of monk. And the other nine classes probably get downright offended that there's something special about the dedication that a monk and a paladin have to their craft. The path of the paladin "requires a constant heart," but a cleric or a druid can multiclass freely? The dedication and study of a monk exceeds that of a wizard? Baloney.
With the benefit of hindsight, I wish we'd stood our ground--and I tend to hold playtester feedback in high regard, so that's a weird attitude for me to take.
As with cyclical initiative, I sometimes ask myself, "What's going to be the monk multiclassing of 4th edition?" Hopefully we'll figure that out and do the right thing from the get-go.
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