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Did WotC underestimate the Paizo effect on 4E?
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<blockquote data-quote="BryonD" data-source="post: 5442148" data-attributes="member: 957"><p>Can you define "good design"?</p><p>I don't think you and I have the same definitions here.</p><p></p><p>Its the old "gamist vs. simulationist" divide.</p><p></p><p>If you want a mathematically pure tactics game then +infinity is TERRIBLE design. But if you want a mathematically pure tactics game then you CAN'T HAVE Medusa. You just can't. You can have a snake haired woman. And you can give her your SSSoD mechanic. And you can hang a sign around her neck that says "medusa". </p><p></p><p>But go ask a random person on the street what happens when you look at medusa. When you look at medusa you are done. There is no tactical or balance issues once you get to that point. And I understand and respect that from a mini battle tactics point of view, that sucks. If you prime goal is great tactical balance, you are going to hate medusa. You might really want to SAY you have medusa in your game, but you are going to HATE the classical idea of medusa.</p><p></p><p>There are different views here.</p><p></p><p>And for me the quote that got me going again on this (admittedly quoted by someone else and several months old at that point) was:</p><p></p><p>"nobody" like "oxygen" "fact of life"</p><p></p><p>A football fan who hates baseball may as well make the same stupid comments about hitting a ball with a stick. It may be true to him, but declaring it universal is beyond absurd.</p><p></p><p>To me the mechanics of the game are to be as far in the background as possible. Yes, there are going to be a lot of compromises along the way. But that should always be the goal. FOR ME. I don't have any problem with a lot of people disagreeing. But a lot of people also agree.</p><p></p><p>Medusa should work the way it happens in the stories. Balance be damned. I don't care about the math or the tactical matters. I want the story. I want the PCs to overcome (or fail trying) the threat of a one look and you are gone foe.</p><p></p><p>It does put some demand on the DM. There isn't a safety net and some thoughfulness and skill is presumed. And it is ok if a new DM screws up, learns and moves on. </p><p></p><p>But that is a different game style. </p><p>It exists whether those who don't like it admit it or not.</p><p></p><p>Good design gets the story right. And, when needed, +infinite damage is awesome design.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5442148, member: 957"] Can you define "good design"? I don't think you and I have the same definitions here. Its the old "gamist vs. simulationist" divide. If you want a mathematically pure tactics game then +infinity is TERRIBLE design. But if you want a mathematically pure tactics game then you CAN'T HAVE Medusa. You just can't. You can have a snake haired woman. And you can give her your SSSoD mechanic. And you can hang a sign around her neck that says "medusa". But go ask a random person on the street what happens when you look at medusa. When you look at medusa you are done. There is no tactical or balance issues once you get to that point. And I understand and respect that from a mini battle tactics point of view, that sucks. If you prime goal is great tactical balance, you are going to hate medusa. You might really want to SAY you have medusa in your game, but you are going to HATE the classical idea of medusa. There are different views here. And for me the quote that got me going again on this (admittedly quoted by someone else and several months old at that point) was: "nobody" like "oxygen" "fact of life" A football fan who hates baseball may as well make the same stupid comments about hitting a ball with a stick. It may be true to him, but declaring it universal is beyond absurd. To me the mechanics of the game are to be as far in the background as possible. Yes, there are going to be a lot of compromises along the way. But that should always be the goal. FOR ME. I don't have any problem with a lot of people disagreeing. But a lot of people also agree. Medusa should work the way it happens in the stories. Balance be damned. I don't care about the math or the tactical matters. I want the story. I want the PCs to overcome (or fail trying) the threat of a one look and you are gone foe. It does put some demand on the DM. There isn't a safety net and some thoughfulness and skill is presumed. And it is ok if a new DM screws up, learns and moves on. But that is a different game style. It exists whether those who don't like it admit it or not. Good design gets the story right. And, when needed, +infinite damage is awesome design. [/QUOTE]
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