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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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<blockquote data-quote="Tony Vargas" data-source="post: 6361134" data-attributes="member: 996"><p>Well, OK, if that was all. That does highlight the need to avoid 'trap options' as much as to avoid 'broken' ones - in the community, we tend to prioritize the latter, figuring most people acquire a little system mastery over time and don't willfully work towards the reverse (though you always hear about the 'real roleplayer' whose concept simply /must/ be inferior). </p><p></p><p> There are costs to balance, but they're mostly paid by the designers. A theoretical game where everyone has no choice but to play the same identical character, for instance, is imbalanced. It doesn't matter whether that is do to only one character option being presented, or to only one overwhelmingly effective option being presented amongst many dreadfully unappealing and ineffectual ones. </p><p></p><p> Not necessary is fine. You have it, but you don't need it. Like the guy who never gets in an accident never needed his seat belt or airbags, isn't much bothered by having them, and has no reason to begrudge them to others who may not be so lucky. The only 'loser' is the auto company that had to eat the cost of the safety systems under law. </p><p></p><p>Actually, it's pretty easy. If you intentionally pick functionally similar powers, you end up with very simple choices. You lead with encounters, because you'll just get 'em back anyway, and throw dailies when you're 'mad' or otherwise inclined to pull out all the stops. The rest of the time, you use your at-wills. You're not as versatile as you could be - an example of someone willfully playing a less effective character than they could - but you're right up there with everyone else power-wise. Which illustrates how robust balance addresses even the one issue you said you had with it, above. </p><p></p><p></p><p> Nope, it's not. If you had a 12 course meal would each course be 'the same' as the one before because they were all served on plates? No. That's what you're trying to assert by implying the only thing that makes classes different is something as meta-game as a resource structure like AEDU. </p><p></p><p> Hardly. But it only rose (sank) to the level of the edition war in that instance. </p><p></p><p> Pathfinder is a clone of 3.5, and ongoing support for 3.5 will /always/ be legally available thanks to the OGL. Whether demand is sufficient for anyone to produce is is another question, but it seems like it has been.</p><p></p><p>In any case, it was an absolutely unique and guaranteed level of ongoing support for the outgoing edition, yet, /in spite of having that to fall back on/, the nerdrage against the new edition was the most virulent ever, resulting in the edition war.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6361134, member: 996"] Well, OK, if that was all. That does highlight the need to avoid 'trap options' as much as to avoid 'broken' ones - in the community, we tend to prioritize the latter, figuring most people acquire a little system mastery over time and don't willfully work towards the reverse (though you always hear about the 'real roleplayer' whose concept simply /must/ be inferior). There are costs to balance, but they're mostly paid by the designers. A theoretical game where everyone has no choice but to play the same identical character, for instance, is imbalanced. It doesn't matter whether that is do to only one character option being presented, or to only one overwhelmingly effective option being presented amongst many dreadfully unappealing and ineffectual ones. Not necessary is fine. You have it, but you don't need it. Like the guy who never gets in an accident never needed his seat belt or airbags, isn't much bothered by having them, and has no reason to begrudge them to others who may not be so lucky. The only 'loser' is the auto company that had to eat the cost of the safety systems under law. Actually, it's pretty easy. If you intentionally pick functionally similar powers, you end up with very simple choices. You lead with encounters, because you'll just get 'em back anyway, and throw dailies when you're 'mad' or otherwise inclined to pull out all the stops. The rest of the time, you use your at-wills. You're not as versatile as you could be - an example of someone willfully playing a less effective character than they could - but you're right up there with everyone else power-wise. Which illustrates how robust balance addresses even the one issue you said you had with it, above. Nope, it's not. If you had a 12 course meal would each course be 'the same' as the one before because they were all served on plates? No. That's what you're trying to assert by implying the only thing that makes classes different is something as meta-game as a resource structure like AEDU. Hardly. But it only rose (sank) to the level of the edition war in that instance. Pathfinder is a clone of 3.5, and ongoing support for 3.5 will /always/ be legally available thanks to the OGL. Whether demand is sufficient for anyone to produce is is another question, but it seems like it has been. In any case, it was an absolutely unique and guaranteed level of ongoing support for the outgoing edition, yet, /in spite of having that to fall back on/, the nerdrage against the new edition was the most virulent ever, resulting in the edition war. [/QUOTE]
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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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