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General Tabletop Discussion
*Dungeons & Dragons
Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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<blockquote data-quote="tetrasodium" data-source="post: 7888371" data-attributes="member: 93670"><p>I don't think it's that simple. There's also a need to think of how things will play out over time. When I first started playing 5e I didn't think much about how various changes from 3.5/pf would play out over time & just took the simplified streamline as "hmm ok cool". After a year or two of GM'ing it became apparent how not only do many of those streamlined changes play out in problematic ways as the game advances & that because there was so many systems simplified just as much that just doing some quick homebrew changes has to get overly complicated to avoid further conflict or just washed into irrelevance. Take slow natural healing/healing kit dependency & the fact that everything else still recovers overnight making it still a choice between "hmm... forced march type penalties or dump some spell slotsLoH for healing & be perfectly ready to nova everything in the morning... tough choice" the gritty realism 8hr short/7day long rest has its own boatload of problems. Too much of a good thing is something that should be considered when fixing problems of the past.</p><p></p><p>For a different take on it, many car buyers will say that affordability & fuel efficiency are bar none the most important factors when buying a car, but a car manufacturer should know better than to prioritize those so far that they put out a zero star lemon like <a href="http://bestride.com/news/safety-and-recalls/crash-tests-global-ncap-zero-stars" target="_blank">this</a> even if there are markets like india where it is a popular car.</p><p></p><p>Just like a car buyer, as a player I'm not thinking too hard about how things will play out & break down over time in use... but the car manufacturer & game designers should absolutely be devoting thought to that during the design & testing phases.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7888371, member: 93670"] I don't think it's that simple. There's also a need to think of how things will play out over time. When I first started playing 5e I didn't think much about how various changes from 3.5/pf would play out over time & just took the simplified streamline as "hmm ok cool". After a year or two of GM'ing it became apparent how not only do many of those streamlined changes play out in problematic ways as the game advances & that because there was so many systems simplified just as much that just doing some quick homebrew changes has to get overly complicated to avoid further conflict or just washed into irrelevance. Take slow natural healing/healing kit dependency & the fact that everything else still recovers overnight making it still a choice between "hmm... forced march type penalties or dump some spell slotsLoH for healing & be perfectly ready to nova everything in the morning... tough choice" the gritty realism 8hr short/7day long rest has its own boatload of problems. Too much of a good thing is something that should be considered when fixing problems of the past. For a different take on it, many car buyers will say that affordability & fuel efficiency are bar none the most important factors when buying a car, but a car manufacturer should know better than to prioritize those so far that they put out a zero star lemon like [URL='http://bestride.com/news/safety-and-recalls/crash-tests-global-ncap-zero-stars']this[/URL] even if there are markets like india where it is a popular car. Just like a car buyer, as a player I'm not thinking too hard about how things will play out & break down over time in use... but the car manufacturer & game designers should absolutely be devoting thought to that during the design & testing phases. [/QUOTE]
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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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