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Excerpt: Minions. Go forth mine minions! Bring havoc with your 1 hp [merged]
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<blockquote data-quote="Kraydak" data-source="post: 4231002" data-attributes="member: 12306"><p>My impression is more that that WotC went: "our groups/play-testing groups don't try for corner cases, therefore we can simplify the rules a lot". The problem is that if your simplifications result in ugly corner cases, then the net result may well not be simpler. What is worse is that as a design strategy, it makes life easy for the developers, but harder for the DM (who gets to shoulder all the problems when players deviate from the design).</p><p></p><p>I am seeing many "simplifications", <strong>that in groups I play in</strong> would derail the game by triggering corner-case problems. Minions are one of them. What is really sad is that you could rewrite minion-rules in a way that loses very little simplicity but gains a lot of robustness (going from 1hp/nothing on miss to several hp/extra damage on hit ends up simple when you want it, but can seamlessly shift to a more complex rule set if needed). Robustness of a rule set, even if it costs simplicity, can easily be more playable, but the cost/advantage ratio will be very group dependent. 4e's rules as I have seen them so far makes me feel that the play-testing was inadequate, due to inadequately aggressive/antagonistic/whatever term you want play-testing groups. (note that adequately and actually in the above are two very, very different things)</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4231002, member: 12306"] My impression is more that that WotC went: "our groups/play-testing groups don't try for corner cases, therefore we can simplify the rules a lot". The problem is that if your simplifications result in ugly corner cases, then the net result may well not be simpler. What is worse is that as a design strategy, it makes life easy for the developers, but harder for the DM (who gets to shoulder all the problems when players deviate from the design). I am seeing many "simplifications", [B]that in groups I play in[/B] would derail the game by triggering corner-case problems. Minions are one of them. What is really sad is that you could rewrite minion-rules in a way that loses very little simplicity but gains a lot of robustness (going from 1hp/nothing on miss to several hp/extra damage on hit ends up simple when you want it, but can seamlessly shift to a more complex rule set if needed). Robustness of a rule set, even if it costs simplicity, can easily be more playable, but the cost/advantage ratio will be very group dependent. 4e's rules as I have seen them so far makes me feel that the play-testing was inadequate, due to inadequately aggressive/antagonistic/whatever term you want play-testing groups. (note that adequately and actually in the above are two very, very different things) [/QUOTE]
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Excerpt: Minions. Go forth mine minions! Bring havoc with your 1 hp [merged]
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