I'm A Banana
Potassium-Rich
GreyICE said:Actually Kamakazi, when you take a complex situation with many solutions and try and slot it down to "You can have either Option A or Option B there are NO OTHER CHOICES" that would be the classic example of the Logical Fallacy "Black and White," aka False Dichotomy
It strikes me that you perhaps don't fully understand quite what you're suggesting when you say this:
GreyICE said:How about products purchased from WotC just work in the first place? I know this idea is rather new to some players, but for those of us who played 4E and liked it, it's become an experience we're not going to give up.
if you think there's a third option.
In order to design every adventure so that it "just works" a publisher would have to do two things. The first would be to impose one monolithic design dictum on every adventure, so that every adventure had the same default assumptions. The second would be to impose that same dictum on every player's table, so that the publisher can assume that the adventure would "just work."
Anything less than that, and you will have modules that never "just work."
For instance, if you have a game with multiple campaign settings, you can't have adventures that "just work." What works in the Forgotten Realms doesn't work the same in Dark Sun. Even if you just chose one setting, you'd also have to assume that all Dark Sun games, for instance, use the same rules: a published adventure wherein Kalak is alive doesn't "just work" for those playing after his demise.
So, you see, by suggesting that all adventures WotC makes "just work," you're also suggesting that all people play under the same rules. That may not be your intention, but it is a logical consequence of your demand. If all WotC products "Just Work," then all players must cleave to one set of rules devised by WotC.
Thus, you cannot have a diversity of game environments, and have all products "just work." If you have people playing under different rulesets, DM judgement and adjustment will be involved in everything you add to the game.
GreyICE said:The default assumptions of the game should be designed in such a way that a Dungeon Master who has never DMed before and is not an experienced player will be able to take the default assumptions and create a campaign that does not accidentally break.
Another adjustment of the goalposts? Sure. Though I must confess I'm getting a bit dizzy.
Magic items aren't in the default assumptions game. They're an add-on you can opt-into on a case-by-case basis.
Done. Mission accomplished. Status of attunement as a balancing mechanism: UNNECESSARY.
Lets hug it out, bro.
