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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="The Shadow" data-source="post: 5915220" data-attributes="member: 16760"><p>Wow. Condescending, much?</p><p></p><p>First off, I said nothing about 'minimalist'. 'Streamlined' you could have gotten from my post, I agree, but not that.</p><p></p><p>Second, you dismiss my point as being trendy. Excuse me, I started seeing problems with AD&D that I articulated in my previous post in the mid-80's. That is to say, over 25 years ago. So I hardly think I was being moved by current trends, given that I unfortunately don't have way-cool time-viewing powers.</p><p></p><p>No, I am not the slave of fashion. I actually am capable of independent thought. Imagine!</p><p></p><p></p><p></p><p>When the game is constantly drawing attention to itself rather than the imagined events, that is by my lights objectively poor design. It's also why Champions doesn't work as well as M&M. M&M is a better tool for the job - having fun with superhero gaming.</p><p></p><p>'Streamlining' is good design in cars, and it's good design in games as well - it avoids turbulence that holds things back and saps energy from the system. That's not to say every design decision made in the name of 'streamlining' is a good one, of course - that's as may be. But as a design goal it has a lot going for it - the bad 'streamlining' decisions are the ones that cause problems elsewhere in the structure.</p></blockquote><p></p>
[QUOTE="The Shadow, post: 5915220, member: 16760"] Wow. Condescending, much? First off, I said nothing about 'minimalist'. 'Streamlined' you could have gotten from my post, I agree, but not that. Second, you dismiss my point as being trendy. Excuse me, I started seeing problems with AD&D that I articulated in my previous post in the mid-80's. That is to say, over 25 years ago. So I hardly think I was being moved by current trends, given that I unfortunately don't have way-cool time-viewing powers. No, I am not the slave of fashion. I actually am capable of independent thought. Imagine! When the game is constantly drawing attention to itself rather than the imagined events, that is by my lights objectively poor design. It's also why Champions doesn't work as well as M&M. M&M is a better tool for the job - having fun with superhero gaming. 'Streamlining' is good design in cars, and it's good design in games as well - it avoids turbulence that holds things back and saps energy from the system. That's not to say every design decision made in the name of 'streamlining' is a good one, of course - that's as may be. But as a design goal it has a lot going for it - the bad 'streamlining' decisions are the ones that cause problems elsewhere in the structure. [/QUOTE]
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[L&L] Balancing the Wizards in D&D
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