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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Mike Mearls on how 4E could have looked
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<blockquote data-quote="Manbearcat" data-source="post: 7523296" data-attributes="member: 6696971"><p>It is hard to imagine that Mearls, Crawford et al couldn’t foresee that while you need to keep <strong><em>x</em></strong> (encounters per day) at a number where the fiction functions sensibly, keeping that value constant with an assymetric resource suite paradigm means that classes whose daily resources proliferate numerically and in breadth/scope/potency is going to put your constant value you’ve chosen for your daily attrition model under extreme duress at later levels.</p><p></p><p>The game was clearly (not exclusively, but nearly so I’d say) tuned for pre 11th level play (because their data said getting that right was the most important thing) and likely without certain Feats/ability combos in mind.</p><p></p><p>As you note above, conflict resolution mechanics shut down “win condition” abilities and end “Rock/Paper/Scissors” as a play paradigm (where spellcasters have historically had exclusive access to both). The issue with the Diviner, as I see it, is 3 * per day they automatically have the Rock to the Scissors scenario (or vice versa) on top of their amazing cosmic power (which also has huge staying power at endgame).</p><p></p><p>All spellcasters are amazing endgame (I’m certain of it), but this situation for the Diviner harkens to “The Generaliat” problem in editions of yore.</p><p></p><p></p><p></p><p></p><p></p><p>A dash of Lanefan, a pinch of Garthanos mixed vigorously with a cup of pemerton (absence of conflict resolution mechanics)!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7523296, member: 6696971"] It is hard to imagine that Mearls, Crawford et al couldn’t foresee that while you need to keep [B][I]x[/I][/B] (encounters per day) at a number where the fiction functions sensibly, keeping that value constant with an assymetric resource suite paradigm means that classes whose daily resources proliferate numerically and in breadth/scope/potency is going to put your constant value you’ve chosen for your daily attrition model under extreme duress at later levels. The game was clearly (not exclusively, but nearly so I’d say) tuned for pre 11th level play (because their data said getting that right was the most important thing) and likely without certain Feats/ability combos in mind. As you note above, conflict resolution mechanics shut down “win condition” abilities and end “Rock/Paper/Scissors” as a play paradigm (where spellcasters have historically had exclusive access to both). The issue with the Diviner, as I see it, is 3 * per day they automatically have the Rock to the Scissors scenario (or vice versa) on top of their amazing cosmic power (which also has huge staying power at endgame). All spellcasters are amazing endgame (I’m certain of it), but this situation for the Diviner harkens to “The Generaliat” problem in editions of yore. A dash of Lanefan, a pinch of Garthanos mixed vigorously with a cup of pemerton (absence of conflict resolution mechanics)! [/QUOTE]
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Mike Mearls on how 4E could have looked
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