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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="GreyLord" data-source="post: 9776816" data-attributes="member: 4348"><p>The problem is bounded accuracy.</p><p></p><p>What do I mean by that?</p><p></p><p>I mean they wanted to have bounded accuracy. They demanded it. In some form or another, the designers were bound and determined that this was what they were going to have. It didn't matter what anyone else said, or what real feedback may say, they had to have that in their system. </p><p></p><p>In that same way, there were things that were not up for debate. They were not going to change them that drastically (they may make a small change, but major changes such as doing entirely away with their favorite ideas...that was not happening) no matter what anyone else said or what the feedback may come in as.</p><p></p><p>Look at it more this way.</p><p></p><p>Playtests today aren't really for playtesting the game. They have already playtested it to their own fashion in their private groups. The Public Playtests is to make sure it won't offend too many people. This means they can "tweak" something if people show displeasure with it, but that still isn't it's purpose.</p><p></p><p>The purpose of Playtests today, especially for WotC, is marketing. It is to publicize something and to build hype for it. It makes people feel like they are part of the process and valued (even though they really aren't), that they have a say and then to get excited about the product. </p><p></p><p>That's the purpose of the playtest today. They don't want to do actual testing as you suggest because (1. Last time they actually did something that changed things so massively brought about a pretty vile lashback and 2. it would disrupt the flow of what they are actually wanting to do. They don't want to change their system back to it's foundations and redraw it after making it already. A true playtest would be open to that, but not WotC's playtests. it's not it's purpose). It's purpose is purely for a marketing viewpoint and that does not require the vigorous testing you are suggesting...and may even be contrary to it's goals!.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 9776816, member: 4348"] The problem is bounded accuracy. What do I mean by that? I mean they wanted to have bounded accuracy. They demanded it. In some form or another, the designers were bound and determined that this was what they were going to have. It didn't matter what anyone else said, or what real feedback may say, they had to have that in their system. In that same way, there were things that were not up for debate. They were not going to change them that drastically (they may make a small change, but major changes such as doing entirely away with their favorite ideas...that was not happening) no matter what anyone else said or what the feedback may come in as. Look at it more this way. Playtests today aren't really for playtesting the game. They have already playtested it to their own fashion in their private groups. The Public Playtests is to make sure it won't offend too many people. This means they can "tweak" something if people show displeasure with it, but that still isn't it's purpose. The purpose of Playtests today, especially for WotC, is marketing. It is to publicize something and to build hype for it. It makes people feel like they are part of the process and valued (even though they really aren't), that they have a say and then to get excited about the product. That's the purpose of the playtest today. They don't want to do actual testing as you suggest because (1. Last time they actually did something that changed things so massively brought about a pretty vile lashback and 2. it would disrupt the flow of what they are actually wanting to do. They don't want to change their system back to it's foundations and redraw it after making it already. A true playtest would be open to that, but not WotC's playtests. it's not it's purpose). It's purpose is purely for a marketing viewpoint and that does not require the vigorous testing you are suggesting...and may even be contrary to it's goals!. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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