ShockMeSane
First Post
mhacdebhandia said:I am so incredibly tired of absolutist statements like "Flavourful setting material is easy, balanced mechanics are the hard part the game should give you!" and "Rules for combat and whatnot are pretty simple to hammer out, it's the creative worldbuilding and plotting that I need from my books!"
Both sides need to pull their heads out of the sand and realise that neither position is true for all gamers.. Moreover, neither position represents a majority. You simply cannot make an argument about how Wizards of the Coast should be designing the game based on either idea, because it's just reflective of your biases and desires - not the market's.
While I agree that an all or nothing approach is inappropriate, simply based on past editions of D&D, I have to disagree that one faction isn't in the majority.
It is far, far harder to create balanced combat encounters than it is to create your own fluff. Largely because fluff can be in the hands of the DM, who is allegedly a creative person based on job description, whereas combat mechanics pretty much require a statistician, which is not a job description implied in the requirements of playing D&D. Sure, you can fudge the rolls when you don't want a TPK, but with insufficient combat mechanics and a balanced encounter creation-mechanism, you will be doing this far more than is enjoyable, for either the DM or the players. Trust me, I've had to save my PC's from bad CR balancing roughly.... infinitely more times than I've had to save them from not having the Succubus' long-term dominate spelled out in the statblocks. Or whatever. And trust me, the players know when you've fudged the rolls to save them, and it makes everyone feel like a cheap streetwalker.