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FeeFiFoFum *splat* goes the giants
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<blockquote data-quote="Stalker0" data-source="post: 8422118" data-attributes="member: 5889"><p>This statement right here is the crux of our disagreement, and so lets dig in.</p><p></p><p>What I am challenging is this very premise....that creating a simple and well working encounter design system for 5e is impossible. Because as we know thereout history, "all things are impossible....until proven otherwise".</p><p></p><p>Is it very hard....clearly. Could it be impossible....it could. But the point of the critique is to let the designers know "hey when you all are thinking about improvements to the game....when you are thinking about 5.5 and 6e.... you should pay some attention here because this is a weakness in your game that may be improved". And by gum is a designer has a eureka moment, and does figure out some cool way to get my cake and eat it too, then the game will be even better.</p><p></p><p>The death of design is "this design is perfect and can never be better". All of our modern miracles started with someone wondering "can we do better?". The 5.5e that is "even better than 5e" starts with an honest assessment of the weaknesses of 5e itself with an eye towards that question. That is the feedback I offer from my own table experiences, and I now pose that question to the designers, "can you do encounter designs better?"</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8422118, member: 5889"] This statement right here is the crux of our disagreement, and so lets dig in. What I am challenging is this very premise....that creating a simple and well working encounter design system for 5e is impossible. Because as we know thereout history, "all things are impossible....until proven otherwise". Is it very hard....clearly. Could it be impossible....it could. But the point of the critique is to let the designers know "hey when you all are thinking about improvements to the game....when you are thinking about 5.5 and 6e.... you should pay some attention here because this is a weakness in your game that may be improved". And by gum is a designer has a eureka moment, and does figure out some cool way to get my cake and eat it too, then the game will be even better. The death of design is "this design is perfect and can never be better". All of our modern miracles started with someone wondering "can we do better?". The 5.5e that is "even better than 5e" starts with an honest assessment of the weaknesses of 5e itself with an eye towards that question. That is the feedback I offer from my own table experiences, and I now pose that question to the designers, "can you do encounter designs better?" [/QUOTE]
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