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*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="Justice and Rule" data-source="post: 9842003" data-attributes="member: 6778210"><p>I mean, I feel like the "Argument from Popularity" fallacy is a fallacy for a reason, and if you had a real point to make you'd find a way to properly argue it instead of saying "Well, it's popular, that has to count for something". Well, it <em>could</em>, but that doesn't actually speak to <em>quality</em> necessarily, hence why it's a fallacy.</p><p></p><p>Surveys are a bunch of things, but measuring what someone might like (or, honestly, simply might be <em>reacting</em> to more than anything) and using that as the primary reason to do something is kind of foolish because that doesn't necessarily indicate the quality of the actual idea. Plenty of people were already set against revising anything, and lord knows plenty of mid things are popular. Again, McDonald's is the best example of this.</p><p></p><p></p><p></p><p>What editions would those be? Like, I don't think the problems of most editions have been around listening to "online people", or at least why any edition has problems in their rules.</p><p></p><p></p><p></p><p>I'm not arguing for or against crunch, but allowing for new ideas. The Druid Wildshape idea, to me, was arguably less crunchy than being able to take any animal of a certain CR; the latter requires a <em>whole lot</em> more rules knowledge. But I think it got killed because a lot of people simply saw it as taking away their traditional options instead of being empowered to frame things as they wanted. They saw a loss of optimization instead of more freedom of roleplay and reacted as such.</p><p></p><p></p><p></p><p>Ehhh, dunno about that. I think 5.5E, if you were going to do such a half edition, should have focused on meaningful changes given that basically had an entire decade to figure out the problems with the system, perceived or otherwise. Otherwise you run into the (rightful) critique of "Why are we doing this? They are barely changing anything!" As it stands, I'm ambivalent on 5.5E; I don't play D&D much, but if I were to have a choice I'd take the newer edition over the latter. The process that got it there and some of the potential that it had saddens me, though.</p><p></p><p></p><p></p><p>To move back towards the topic:</p><p></p><p>One thing I would have loved to see is 5.5E really try to fix the problem with Wizards. I think tossing fewer spells but with more freedom to do things like modify spells would have been a massive improvement, and I think [USER=58172]@Yaarel[/USER] 's idea of Spell Points similar to the sorcerer is a great way to view things. Again, requires the sorcerer become something else, but giving it the control over all metamagic has always felt like them searching for an identity after losing the spontaneous spellcasting niche.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9842003, member: 6778210"] I mean, I feel like the "Argument from Popularity" fallacy is a fallacy for a reason, and if you had a real point to make you'd find a way to properly argue it instead of saying "Well, it's popular, that has to count for something". Well, it [I]could[/I], but that doesn't actually speak to [I]quality[/I] necessarily, hence why it's a fallacy. Surveys are a bunch of things, but measuring what someone might like (or, honestly, simply might be [I]reacting[/I] to more than anything) and using that as the primary reason to do something is kind of foolish because that doesn't necessarily indicate the quality of the actual idea. Plenty of people were already set against revising anything, and lord knows plenty of mid things are popular. Again, McDonald's is the best example of this. What editions would those be? Like, I don't think the problems of most editions have been around listening to "online people", or at least why any edition has problems in their rules. I'm not arguing for or against crunch, but allowing for new ideas. The Druid Wildshape idea, to me, was arguably less crunchy than being able to take any animal of a certain CR; the latter requires a [I]whole lot[/I] more rules knowledge. But I think it got killed because a lot of people simply saw it as taking away their traditional options instead of being empowered to frame things as they wanted. They saw a loss of optimization instead of more freedom of roleplay and reacted as such. Ehhh, dunno about that. I think 5.5E, if you were going to do such a half edition, should have focused on meaningful changes given that basically had an entire decade to figure out the problems with the system, perceived or otherwise. Otherwise you run into the (rightful) critique of "Why are we doing this? They are barely changing anything!" As it stands, I'm ambivalent on 5.5E; I don't play D&D much, but if I were to have a choice I'd take the newer edition over the latter. The process that got it there and some of the potential that it had saddens me, though. To move back towards the topic: One thing I would have loved to see is 5.5E really try to fix the problem with Wizards. I think tossing fewer spells but with more freedom to do things like modify spells would have been a massive improvement, and I think [USER=58172]@Yaarel[/USER] 's idea of Spell Points similar to the sorcerer is a great way to view things. Again, requires the sorcerer become something else, but giving it the control over all metamagic has always felt like them searching for an identity after losing the spontaneous spellcasting niche. [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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