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Game design has "moved on"
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<blockquote data-quote="Hussar" data-source="post: 6229619" data-attributes="member: 22779"><p>True, it's not inherently better. But, by and large, most advancements are improvements. Ones that are not, tend to fall by the wayside the next time around. There's a certain level of evolutionary forces that get applied here.</p><p></p><p>Take the example of a 3e Rope Trick spell. In the description of the spell, it mentions that bringing extra dimensional spaces into a rope trick can be "hazardous". But, there is no actual definition of what that means. Is it lethal? Is it a minor bit of damage? Who knows? That's a bad bit of game design right there. If you are going to introduce some sort of consequence for doing something, you have to mechanically back that up. Leaving things completely vague is poor game design.</p><p></p><p>And, that's something we generally don't see in games anymore. You rarely see new games produced where the mechanics are completely silent or very vague on common character actions. We have skills or proficiencies in the game for a reason. It would be very unlikely to see a modern produced RPG come out where you have no mechanical guidelines whatsoever governing something as simple as how far a character can jump, for example.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6229619, member: 22779"] True, it's not inherently better. But, by and large, most advancements are improvements. Ones that are not, tend to fall by the wayside the next time around. There's a certain level of evolutionary forces that get applied here. Take the example of a 3e Rope Trick spell. In the description of the spell, it mentions that bringing extra dimensional spaces into a rope trick can be "hazardous". But, there is no actual definition of what that means. Is it lethal? Is it a minor bit of damage? Who knows? That's a bad bit of game design right there. If you are going to introduce some sort of consequence for doing something, you have to mechanically back that up. Leaving things completely vague is poor game design. And, that's something we generally don't see in games anymore. You rarely see new games produced where the mechanics are completely silent or very vague on common character actions. We have skills or proficiencies in the game for a reason. It would be very unlikely to see a modern produced RPG come out where you have no mechanical guidelines whatsoever governing something as simple as how far a character can jump, for example. [/QUOTE]
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