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Forked Thread: How would you have done 4e's Powers?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4546076" data-attributes="member: 710"><p>This is important for all designers - armchair or not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>There are no perfect solutions. You have, at some point, make "sacrifices" or set your priorities. A good design is not a design that's perfect, but that's achieves its goals. For RPG design, it might later be important to make the goals of your game clear. It's a warning sign for everyone that doesn't like your goals, but especially is it an invitation for everyone sharing your goals. </p><p></p><p>For example if you really can't stand the "narrative/gamist" type of powers in 4E and prefer a condition-based system that feels "believable", you are absolutely correct in looking for something different or even designing something different. But you have to be willing to make other sacrifices. You don't get a balanced system that's easy to learn and use, provides a lot of options and feels believable. You have make sacrifices ("Come on, is it bad if a system is hard to learn or use? As long as you get the results you always wanted?" or "Come on, is it really so terrible if it's hard to treat the rules as game world physics? The system works fast and still gives players interesting tactical choices!" or "Is balance really that important? Why shouldn't a Wizard be more powerful then a Fighter in the end - All those breaking the laws of nature should count for something!")</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4546076, member: 710"] This is important for all designers - armchair or not. ;) There are no perfect solutions. You have, at some point, make "sacrifices" or set your priorities. A good design is not a design that's perfect, but that's achieves its goals. For RPG design, it might later be important to make the goals of your game clear. It's a warning sign for everyone that doesn't like your goals, but especially is it an invitation for everyone sharing your goals. For example if you really can't stand the "narrative/gamist" type of powers in 4E and prefer a condition-based system that feels "believable", you are absolutely correct in looking for something different or even designing something different. But you have to be willing to make other sacrifices. You don't get a balanced system that's easy to learn and use, provides a lot of options and feels believable. You have make sacrifices ("Come on, is it bad if a system is hard to learn or use? As long as you get the results you always wanted?" or "Come on, is it really so terrible if it's hard to treat the rules as game world physics? The system works fast and still gives players interesting tactical choices!" or "Is balance really that important? Why shouldn't a Wizard be more powerful then a Fighter in the end - All those breaking the laws of nature should count for something!") [/QUOTE]
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