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Mearls on Balance in D&D
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<blockquote data-quote="MerricB" data-source="post: 3375043" data-attributes="member: 3586"><p>It is interesting to see what Mike writes <em>because</em> he currently works for Wizards. His insights will often directly impact future products.</p><p></p><p>T.Foster's experience with <em>Steading</em> seems atypical. Your job is to <em>kill the giants</em>. I don't recommend a frontal assault, but at some point you *are* going to have to fight all the giants in the great hall... and there's a lot of them. See reports in early Dragon magazines of how the finalists did it at the original convention it debuted.</p><p></p><p>The primary focus of D&D is combat. It is also what is most popular about the game. You might not have it so much in your game - and that's fine - but Wizards do need to design to the market.</p><p></p><p>With <em>Barrow of the Forgotten King</em> and other products, there's a definite emphasis on role-playing, puzzlesolving and other non-combat situations, but not at the expense of a non-combat adventure. It's still mostly combat.</p><p></p><p>Mike Mearls review of Keep is a classic though. I still don't know his reasoning behind it. (I regard Keep itself as a classic, great adventure though... designed as a good introductory adventure with <em>lots of fun combat</em>.)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3375043, member: 3586"] It is interesting to see what Mike writes [i]because[/i] he currently works for Wizards. His insights will often directly impact future products. T.Foster's experience with [i]Steading[/i] seems atypical. Your job is to [i]kill the giants[/i]. I don't recommend a frontal assault, but at some point you *are* going to have to fight all the giants in the great hall... and there's a lot of them. See reports in early Dragon magazines of how the finalists did it at the original convention it debuted. The primary focus of D&D is combat. It is also what is most popular about the game. You might not have it so much in your game - and that's fine - but Wizards do need to design to the market. With [i]Barrow of the Forgotten King[/i] and other products, there's a definite emphasis on role-playing, puzzlesolving and other non-combat situations, but not at the expense of a non-combat adventure. It's still mostly combat. Mike Mearls review of Keep is a classic though. I still don't know his reasoning behind it. (I regard Keep itself as a classic, great adventure though... designed as a good introductory adventure with [i]lots of fun combat[/i].) Cheers! [/QUOTE]
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