ExploderWizard
Hero
My view is there is room for all kinds of approaches to rules and balance. I think exploder may be thinking more in terms of his threshold for what he considers broken being different from yours, rather than saying he enjoys games that force him to do the work. I think part of the problem with these debates, which are really just about preferenves is both sides have been framing itas a failure of intellect or inagination of the other (i.e. You like broken systems and designers who refuse to do their job, versus you are damaged and can't handle games with flexibility). I din't see why it requires so much hostlity towards styles of play and tastes that are not our own.
Good points.
If on the other hand the games all fail for very specific reasons, like being broken in half by someone who enjoys fiddling with the rules, try changing the system to one where the designers haven't decided to make the DMs do the work they were paid to. You might be surprised at the results. Breaking games might not fix people - but you don't need them fixed (you'll never find truly fixed people), just ones whose break points are not those promoted by the system.
As long as the game allows the imagination of actual people to influence play there won't be an unbreakable system. Also consider the motivations of those attempting to make money on the sale of game systems. Is an unbreakable system that never needs a new edition in thier best interests?
The idea that games only break as a result of malicious intent is at best a myth and at worst a willful lie. I've had several games break apart because people honestly and with good intentions picked whatever sounded fun or interesting, but accidentally wound up breaking things.
Examples? There may be systems that are easier or harder to exploit, but the burden of proving 'good intentions ' is a heavy one.
Ok, so we're 8 pages in and we've yet to see anything that actually breaks the game. The sneak attacks and multiattacks were discredited or misunderstood.
I just see two powerful exploits (the unkillable fighter/paladin and the extremely high AC dwarf ranger). For the first one I haven't actually seen the math but apparently it requires a very specific build that gimps the character in other areas and comes into play only at high levels (when the PCs are concievably epic heroes, lvl 15 in Next is lvl~23 in 4E). The other also requires a very specific build, a ton of magic items which the PC has no guarantee of (there is no expected wealth/magic items per level in Next), and at least three or four other casters in the party, all concentrating/maintaining a spell on the AC dude. This is all extremely circumstantial. For the unhittable dwarf, the Dragon or Balor would probably just breathe fire/throw a meteor swarm, teleport/fly away if it's playing at least half smart. And it's reasonable to expect the monster math will be buffed with everything we've seen.
And we're talking about a playtest build, which we were specificaly told wasn't focusing on the math. We know the game got at least 6-8 months internal playtesting that focused on fixing the numbers, something we didn't see.
So far, I don't see anything alarming. And if you find a potentially broken exploit like the immortal paladin, instead of posting about it here, alert the WotC team so they can fix it before it goes to print. That's the purpose of opening the game to the community anyway.
Yeah pretty much.
If a system will 'break' only by doing 12 impossible things before breakfast is the system really broken? White room situations that will likely never see daylight in actual play shouldn't be taken seriously. Insisting that a ruleset be so tightly designed involves reducing player input to proscribed pre-written code.
'Broken' can be fixed with a bit of cooperation and civil discourse between people. Dull as dishwater can only be abandoned.