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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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<blockquote data-quote="Blue" data-source="post: 7899237" data-attributes="member: 20564"><p>I describe nothing "broken" or even talking about overly optimized, please go back and read the thread. Sorry, sore point you're the second person to just read just one out of context and assume things that aren't part of what I am saying.</p><p></p><p>What was being discussed was that along the power curve, some things are more efficient in general usage than others, so get taken/combined/used more. How primary weapon wielders very, very rarely take simple or other suboptimal weapons. <em>This isn't a problem, this is just nature of the beast.</em> How races that add to the prime ability score of a class are paired much more often than races that don't help the class. <em>None of this is bad at all. There's no judgement here.</em> It's just a description of common play. And yes, it will have exceptions.</p><p></p><p>Here's a thought experiment about what I mean with adding content. Take a list of twenty non-identical numbers in the 80 to 120 range. I tell you and four friends of yours that I will each give you money equal to the number you pick. No gotchas. You'll most like pick the top five numbers among the group of you. It might be that someone's lucky number, or birthday or something is up there and they take something different. But odds are you take the top five, and even better odds that four of the top five are taken.</p><p></p><p>I come back the next day with the same offer but now I've expanded the list with five more numbers so it's now 25 in total. Again, you will most likely pick the top five numbers. It doesn't matter if a number picked was there yesterday or new. There's still only five of you doing the picking.</p><p></p><p>Now, picking a character is a lot more complex then the one-dimension scenario I described. But if you think across a good number of D&D games, there will be some rough character builds you see again and again. Maybe the bear totem barbarian, or the great weapon master vengeance paladin. Or whatever. And some you rarely see, like the beastmaster ranger, or the four elements monk. </p><p></p><p>And then things shift when new stuff comes out. SCAG introduced the attack cantrips and suddenly there were a lot more melee types with them. It's a new, fun, and viable/efficient build. Which comes at the opportunity cost of that player in that campaign playing something else. It's just displaced one player from something that existed before.</p></blockquote><p></p>
[QUOTE="Blue, post: 7899237, member: 20564"] I describe nothing "broken" or even talking about overly optimized, please go back and read the thread. Sorry, sore point you're the second person to just read just one out of context and assume things that aren't part of what I am saying. What was being discussed was that along the power curve, some things are more efficient in general usage than others, so get taken/combined/used more. How primary weapon wielders very, very rarely take simple or other suboptimal weapons. [I]This isn't a problem, this is just nature of the beast.[/I] How races that add to the prime ability score of a class are paired much more often than races that don't help the class. [I]None of this is bad at all. There's no judgement here.[/I] It's just a description of common play. And yes, it will have exceptions. Here's a thought experiment about what I mean with adding content. Take a list of twenty non-identical numbers in the 80 to 120 range. I tell you and four friends of yours that I will each give you money equal to the number you pick. No gotchas. You'll most like pick the top five numbers among the group of you. It might be that someone's lucky number, or birthday or something is up there and they take something different. But odds are you take the top five, and even better odds that four of the top five are taken. I come back the next day with the same offer but now I've expanded the list with five more numbers so it's now 25 in total. Again, you will most likely pick the top five numbers. It doesn't matter if a number picked was there yesterday or new. There's still only five of you doing the picking. Now, picking a character is a lot more complex then the one-dimension scenario I described. But if you think across a good number of D&D games, there will be some rough character builds you see again and again. Maybe the bear totem barbarian, or the great weapon master vengeance paladin. Or whatever. And some you rarely see, like the beastmaster ranger, or the four elements monk. And then things shift when new stuff comes out. SCAG introduced the attack cantrips and suddenly there were a lot more melee types with them. It's a new, fun, and viable/efficient build. Which comes at the opportunity cost of that player in that campaign playing something else. It's just displaced one player from something that existed before. [/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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