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<blockquote data-quote="AbdulAlhazred" data-source="post: 5467824" data-attributes="member: 82106"><p>Meh, what is 'correct'? Frankly 4e has a gargantuan mass of interacting game elements. Given all the possible ways they can be combined with each other any theory of making things 'correct out of the box' is doomed for at least 2 reasons. First of all no design or playtest team can possibly hope to try out all of the different permutations. Secondly things often aren't broken at all, there is simply some other thing that comes out, which itself has a perfectly legitimate purpose, which someone can now use to connect things A and B such that they create overpowered thing C.</p><p></p><p>There is another class of changes, which are adjustments to core aspects of the game math. Again there are a couple of factors. First is again the addition of new material over time which can shift things such that numbers which seemed perfectly fine become less good. Secondly the whole system is new. Anyone who thinks a few months of playtesting of a new system really tells you much about how it works in the real world hasn't experienced any kind of development project. All the theorycraft and modeling and closed playtesting in the world doesn't make a new system pop out of the box in perfect form. Things like DC changes fall into this category. </p><p></p><p>In other words, with a system like 4e there is always going to be errata. In fact I predict that no amount of slowing down releases and having the dev team going over everything 10 times is going to change the rate of errata much. WotC may just decide not to bother to issue fixes, but aside from a few dumb mistakes the truth is a lot of stuff is a judgment call or simply won't show up without a lot more play than any dev group has any hope of doing. It is a fool's errand if you ask me.</p><p></p><p>They were actually doing well before. They fixed things, improved things, made the game substantially better over time.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5467824, member: 82106"] Meh, what is 'correct'? Frankly 4e has a gargantuan mass of interacting game elements. Given all the possible ways they can be combined with each other any theory of making things 'correct out of the box' is doomed for at least 2 reasons. First of all no design or playtest team can possibly hope to try out all of the different permutations. Secondly things often aren't broken at all, there is simply some other thing that comes out, which itself has a perfectly legitimate purpose, which someone can now use to connect things A and B such that they create overpowered thing C. There is another class of changes, which are adjustments to core aspects of the game math. Again there are a couple of factors. First is again the addition of new material over time which can shift things such that numbers which seemed perfectly fine become less good. Secondly the whole system is new. Anyone who thinks a few months of playtesting of a new system really tells you much about how it works in the real world hasn't experienced any kind of development project. All the theorycraft and modeling and closed playtesting in the world doesn't make a new system pop out of the box in perfect form. Things like DC changes fall into this category. In other words, with a system like 4e there is always going to be errata. In fact I predict that no amount of slowing down releases and having the dev team going over everything 10 times is going to change the rate of errata much. WotC may just decide not to bother to issue fixes, but aside from a few dumb mistakes the truth is a lot of stuff is a judgment call or simply won't show up without a lot more play than any dev group has any hope of doing. It is a fool's errand if you ask me. They were actually doing well before. They fixed things, improved things, made the game substantially better over time. [/QUOTE]
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