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General Tabletop Discussion
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Idea to handle the "ghoul problem"
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<blockquote data-quote="Jester David" data-source="post: 6154005" data-attributes="member: 37579"><p>The problem is twofold. </p><p>Everyone has been focused on the classes. Which do need to be balanced. But the fighter/wizard disparity attracts a disproportionate amount of attention. Most of the feedback has been on classes (easily changed and less important) and less on the core rules (harder to change and more important). </p><p></p><p>The other problem is feedback. The surveys are really focused and there's less space for generic feedback. Who knows how much feedback people have been sitting in because there's no room. Since WotC was never concerned with saves there was no real space (and they assumed many of those systems worked after the low level tests).</p><p></p><p></p><p>WotC's silence is problematic. They're disengaged from their playtesters by a couple layers of separation. The designers and managers likely get summaries of the feedback from the surveys and message boards, and there's likely some interns or rookie employees tasked with reading, parsing, and summarizing. </p><p></p><p>WotC should have been tasking the players. Giving them bi-weekly assignments. "Hey guys, look at skill DCs this week. And in a couple weeks really pay attention to saves." Or design missions, "This week try an adventure with lots of low level monsters. Next time try only singular high level monsters. Let us know how they compared."</p></blockquote><p></p>
[QUOTE="Jester David, post: 6154005, member: 37579"] The problem is twofold. Everyone has been focused on the classes. Which do need to be balanced. But the fighter/wizard disparity attracts a disproportionate amount of attention. Most of the feedback has been on classes (easily changed and less important) and less on the core rules (harder to change and more important). The other problem is feedback. The surveys are really focused and there's less space for generic feedback. Who knows how much feedback people have been sitting in because there's no room. Since WotC was never concerned with saves there was no real space (and they assumed many of those systems worked after the low level tests). WotC's silence is problematic. They're disengaged from their playtesters by a couple layers of separation. The designers and managers likely get summaries of the feedback from the surveys and message boards, and there's likely some interns or rookie employees tasked with reading, parsing, and summarizing. WotC should have been tasking the players. Giving them bi-weekly assignments. "Hey guys, look at skill DCs this week. And in a couple weeks really pay attention to saves." Or design missions, "This week try an adventure with lots of low level monsters. Next time try only singular high level monsters. Let us know how they compared." [/QUOTE]
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