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How should 5e handle rules problems?
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<blockquote data-quote="Dannager" data-source="post: 5828696" data-attributes="member: 73683"><p>As a DM? Easy. Keep abreast of changes like condition clarifications, DC tables, and skill rules. There's not that much.</p><p></p><p>As a player? Use the Character Builder, and never worry about it, or just do a quick once-over of the existing errata for the powers/feats you've chosen, if any exists.</p><p></p><p>It's not like you need to read every errata release on the day it comes out and understand every change made. Most changes are minor alterations to powers you probably don't have anyway.</p><p></p><p></p><p></p><p>It makes for better gameplay. And, if you don't think so, don't use the errata.</p><p> </p><p></p><p></p><p>Playtesting does not catch everything. It's ridiculous to think that a limited playtest group will find all the problems that a global release will.</p><p></p><p></p><p></p><p>The post-release processes of the two look more and more similar by the year. I have to imagine that, eventually, they will be identical.</p><p></p><p></p><p></p><p>I think people will spend good money on the ability to play a good game. If people are buying books because they're beautifully-crafted, then they'll buy beautifully-crafted books. If people want a good game, they will get it in whatever way they feel best delivers that experience, whether it be in physical book, ebook, online subscription, or software format.</p><p> </p><p></p><p></p><p>This isn't about just errata. This is about the ability to update your games. This is about us as a community graduating from acceptance (and, in some cases, encouragement) of static game design to acceptance of game design that evolves as the system matures.</p><p> </p><p></p><p></p><p>That is <strong><em>not</em></strong> a justification for throwing the idea of balance out the window. It isn't even close. It shouldn't even be said.</p><p> </p><p></p><p></p><p>No, it's for any game (and any <strong><em>thing</em></strong>, really) where the ability to respond to a community's changing needs (and the product's evolution) is beneficial.</p><p></p><p></p><p></p><p>This is a lame argument. You're basically saying that we should leave games as-is because the consumer can make up for any inadequacy or failure of earlier products to adapt to later changes to the design approach. That's a cop-out, and the attempt to blame it on "computer game rules have no spirit" is just <strong><em>weird</em></strong>.</p><p></p><p>You know why computer games get patched? <em><strong>Because they can be</strong></em>.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5828696, member: 73683"] As a DM? Easy. Keep abreast of changes like condition clarifications, DC tables, and skill rules. There's not that much. As a player? Use the Character Builder, and never worry about it, or just do a quick once-over of the existing errata for the powers/feats you've chosen, if any exists. It's not like you need to read every errata release on the day it comes out and understand every change made. Most changes are minor alterations to powers you probably don't have anyway. It makes for better gameplay. And, if you don't think so, don't use the errata. Playtesting does not catch everything. It's ridiculous to think that a limited playtest group will find all the problems that a global release will. The post-release processes of the two look more and more similar by the year. I have to imagine that, eventually, they will be identical. I think people will spend good money on the ability to play a good game. If people are buying books because they're beautifully-crafted, then they'll buy beautifully-crafted books. If people want a good game, they will get it in whatever way they feel best delivers that experience, whether it be in physical book, ebook, online subscription, or software format. This isn't about just errata. This is about the ability to update your games. This is about us as a community graduating from acceptance (and, in some cases, encouragement) of static game design to acceptance of game design that evolves as the system matures. That is [B][I]not[/I][/B] a justification for throwing the idea of balance out the window. It isn't even close. It shouldn't even be said. No, it's for any game (and any [B][I]thing[/I][/B], really) where the ability to respond to a community's changing needs (and the product's evolution) is beneficial. This is a lame argument. You're basically saying that we should leave games as-is because the consumer can make up for any inadequacy or failure of earlier products to adapt to later changes to the design approach. That's a cop-out, and the attempt to blame it on "computer game rules have no spirit" is just [B][I]weird[/I][/B]. You know why computer games get patched? [I][B]Because they can be[/B][/I]. [/QUOTE]
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