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Game design that I'm surprised didn't make it into more books
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<blockquote data-quote="jmucchiello" data-source="post: 3671225" data-attributes="member: 813"><p><strong>4.</strong> It does not have 300+ core spells spread across 7 core magic using classes that when you have 15th level foes you have to pick out 50+ spells for that one character. And that's just core spells/spellcasters.</p><p><strong>5.</strong> Balance is not dependent on a required point-buy system disguised as a system for magic items. Magic items are even more varied than spells and make high level NPCs even more tedious to create.</p><p></p><p>If you remember when 3.0 was announced the devs were all excited about system mastery. They made the system "hard" so that you could accomplish something by mastering its complexity. This is the design decision that is the source of your "flaw". If system mastery is not something you want to accomplish, then D&D is simply not designed for you. The fact that you find it hard to find players of other games is really not WotCs problem. The OGL/d20 logo were designed to suck the industry into their parlor to exapnd D&D's dominance through the network effect. It succeeded. Even if you leave D&D, the network effect presumes that you will return someday. This combines to form a marketting strategy that was highly successful. So while you see a flaw, WotC sees money. And that, usually, is the bottom line in business. Your inconvenience is ... regretful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>System mastery is no longer given any lip service by the devs and that's why (as many said above) MMIV contains more stated creatures, why the delve format (is that the name) has come along (making adventures as read once and run as possible), and why classes like the warlock have been experimented with. I doubt the game will ever simplify to the level you'd like though. Not even in the inevitable 4th edition.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 3671225, member: 813"] [B]4.[/B] It does not have 300+ core spells spread across 7 core magic using classes that when you have 15th level foes you have to pick out 50+ spells for that one character. And that's just core spells/spellcasters. [B]5.[/B] Balance is not dependent on a required point-buy system disguised as a system for magic items. Magic items are even more varied than spells and make high level NPCs even more tedious to create. If you remember when 3.0 was announced the devs were all excited about system mastery. They made the system "hard" so that you could accomplish something by mastering its complexity. This is the design decision that is the source of your "flaw". If system mastery is not something you want to accomplish, then D&D is simply not designed for you. The fact that you find it hard to find players of other games is really not WotCs problem. The OGL/d20 logo were designed to suck the industry into their parlor to exapnd D&D's dominance through the network effect. It succeeded. Even if you leave D&D, the network effect presumes that you will return someday. This combines to form a marketting strategy that was highly successful. So while you see a flaw, WotC sees money. And that, usually, is the bottom line in business. Your inconvenience is ... regretful. :) System mastery is no longer given any lip service by the devs and that's why (as many said above) MMIV contains more stated creatures, why the delve format (is that the name) has come along (making adventures as read once and run as possible), and why classes like the warlock have been experimented with. I doubt the game will ever simplify to the level you'd like though. Not even in the inevitable 4th edition. [/QUOTE]
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