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<blockquote data-quote="dkyle" data-source="post: 5965114" data-attributes="member: 70707"><p>Except that 5E is being explicitly described as many possible games, through combinations of modules, of which all fans of previous editions will find a game to appeal to them. Should I not judge them on the expectations they've laid out for themselves? I'm saying that to have a new D&D that appeals to me, I require balanced encounter building rules. And that to be balanced, they must account for magic items in some way. They could be in a module, or whatever, I don't care, but the rules have to exist. So far, there's no indication that they're even considering that issue. Hence my feedback.</p><p></p><p>And what's the point of playtesting if <em>every possible criticism</em> can be met with "well, I'm sure there's <em>someone</em> that likes it as-is, so I guess the game isn't for you." At this stage, in this discussion context, "buy it or not" is simply a discussion-killing fallacy. As long as I'm in their target audience (and based on what they've said, I am), your fallacy doesn't apply to me.</p><p></p><p></p><p></p><p>Huh? How do we get from "I want game designers to make games that are well-designed and don't need to be fixed by the DM/players" to "I want to fix games myself when I DM/play them"? Aren't those opposite?</p></blockquote><p></p>
[QUOTE="dkyle, post: 5965114, member: 70707"] Except that 5E is being explicitly described as many possible games, through combinations of modules, of which all fans of previous editions will find a game to appeal to them. Should I not judge them on the expectations they've laid out for themselves? I'm saying that to have a new D&D that appeals to me, I require balanced encounter building rules. And that to be balanced, they must account for magic items in some way. They could be in a module, or whatever, I don't care, but the rules have to exist. So far, there's no indication that they're even considering that issue. Hence my feedback. And what's the point of playtesting if [i]every possible criticism[/i] can be met with "well, I'm sure there's [i]someone[/i] that likes it as-is, so I guess the game isn't for you." At this stage, in this discussion context, "buy it or not" is simply a discussion-killing fallacy. As long as I'm in their target audience (and based on what they've said, I am), your fallacy doesn't apply to me. Huh? How do we get from "I want game designers to make games that are well-designed and don't need to be fixed by the DM/players" to "I want to fix games myself when I DM/play them"? Aren't those opposite? [/QUOTE]
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