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Mearls on Balance in D&D
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<blockquote data-quote="Roman" data-source="post: 3376998" data-attributes="member: 1845"><p>I always like it when game designers proffer their ideas on game balance and game design on the web. I am interested in game design per se, so this is sufficient for me to seek out and peruse those articles or thoughts with interest and the fact that such thoughts indicate the likely future course of D&D (including perhaps shedding some light on the likely future shape of 4E) only piques my interest further. Mike Mearls has done this to a greater degree than most other current D&D designers, or at least more of his insights find its way to me to read and I like that very much. </p><p></p><p>That said, I don't like some of the design philosophies that seem to be looming on the horizon, such as per encounter balancing (I explained why my thread on new design paradigms - it would probably derail this thread if I did so here again). But I like other design philosophies greatly, such as the elimination of dead levels, and I agree with others to some degree, for example with the advantages of reworking some monsters.</p></blockquote><p></p>
[QUOTE="Roman, post: 3376998, member: 1845"] I always like it when game designers proffer their ideas on game balance and game design on the web. I am interested in game design per se, so this is sufficient for me to seek out and peruse those articles or thoughts with interest and the fact that such thoughts indicate the likely future course of D&D (including perhaps shedding some light on the likely future shape of 4E) only piques my interest further. Mike Mearls has done this to a greater degree than most other current D&D designers, or at least more of his insights find its way to me to read and I like that very much. That said, I don't like some of the design philosophies that seem to be looming on the horizon, such as per encounter balancing (I explained why my thread on new design paradigms - it would probably derail this thread if I did so here again). But I like other design philosophies greatly, such as the elimination of dead levels, and I agree with others to some degree, for example with the advantages of reworking some monsters. [/QUOTE]
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