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Forked Thread: what do you do when bloodclaw > artifact (& HR just doesn't cut it)
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<blockquote data-quote="ryryguy" data-source="post: 4849983" data-attributes="member: 64945"><p>Perhaps you are focusing on number of errors when you should be focusing on error <em>rate</em>?</p><p></p><p>4e's design is very modular. Expansions and additions largely take the form of adding new modules - lots of new modules. Every new class has what amounts to a full spell list. The modules also tend to be relatively compact. Not that I'm doing an actual comparison here, but the additional weapon properties in AV alone - how does the quantity of them compare to the number of magic weapons across <em>all</em> 3e supplements? </p><p></p><p>With so many modules, even if the error rate is very low, the absolute number of them is going to go up. I guess whether the error rate <em>is</em> acceptably low is a bit of a judgement call. But definitely, pay attention to the rate and not the total.</p><p></p><p>A plus side of the modular design is that it's pretty easy to correct the errors you perceive because they are local to a particular module. Change (or ban) that module. Almost all of the specific problems you've listed fall into this category: issues with specific powers or weapon properties. To me, these really are like fixing bugs not changing the source code, to use your metaphor.</p><p></p><p>(Side note: generally speaking you do have to change the source code to fix a bug. Maybe the analogy you're looking for is changing the operating system? <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>Systemic problems would be more like, "defenders don't work, it's not a fun role to play and/or they don't work as advertised." Or, "I can't properly balance an encounter." Among the problems you've mentioned that I see falling into this category are maybe the V-shaped class thing, and the expertise feats. There are undoubtedly some others - issues with solos, the original skill challenge system.</p><p></p><p>Here, the questions are - how much damage do they actually do in play? and, since you're very focused on what WotC is doing, it seems - is WotC addressing the existing ones? Are more of them being introduced?</p><p></p><p>Again, it's subjective territory. My takes: they don't hurt the play experience all that much, maybe a little at the margins. WotC has done some good in addressing them, but could do better. And I don't see WotC introducing new systemic mistakes as they move forward.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4849983, member: 64945"] Perhaps you are focusing on number of errors when you should be focusing on error [i]rate[/i]? 4e's design is very modular. Expansions and additions largely take the form of adding new modules - lots of new modules. Every new class has what amounts to a full spell list. The modules also tend to be relatively compact. Not that I'm doing an actual comparison here, but the additional weapon properties in AV alone - how does the quantity of them compare to the number of magic weapons across [i]all[/i] 3e supplements? With so many modules, even if the error rate is very low, the absolute number of them is going to go up. I guess whether the error rate [i]is[/i] acceptably low is a bit of a judgement call. But definitely, pay attention to the rate and not the total. A plus side of the modular design is that it's pretty easy to correct the errors you perceive because they are local to a particular module. Change (or ban) that module. Almost all of the specific problems you've listed fall into this category: issues with specific powers or weapon properties. To me, these really are like fixing bugs not changing the source code, to use your metaphor. (Side note: generally speaking you do have to change the source code to fix a bug. Maybe the analogy you're looking for is changing the operating system? ;)) Systemic problems would be more like, "defenders don't work, it's not a fun role to play and/or they don't work as advertised." Or, "I can't properly balance an encounter." Among the problems you've mentioned that I see falling into this category are maybe the V-shaped class thing, and the expertise feats. There are undoubtedly some others - issues with solos, the original skill challenge system. Here, the questions are - how much damage do they actually do in play? and, since you're very focused on what WotC is doing, it seems - is WotC addressing the existing ones? Are more of them being introduced? Again, it's subjective territory. My takes: they don't hurt the play experience all that much, maybe a little at the margins. WotC has done some good in addressing them, but could do better. And I don't see WotC introducing new systemic mistakes as they move forward. [/QUOTE]
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Forked Thread: what do you do when bloodclaw > artifact (& HR just doesn't cut it)
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