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<blockquote data-quote="AbdulAlhazred" data-source="post: 5695606" data-attributes="member: 82106"><p>I don't think he's trying to be offensive. I think he's simply voicing the concern that some people can yell loud enough and all of a sudden things change in ways that other people don't enjoy. I can distinctly sympathize as I can see many ways the game could take a turn for what I would deem to be the worse. </p><p></p><p>Yes, at least IN THEORY, options for everyone sounds great. I'm not really convinced it is so however. More different variant games divides the attention of the developers. It is like some people's complaints about Essentials distracting WotC from simply providing some fairly basic updates to existing classes and builds, or making other interesting things instead of revisiting the fighter and the wizard all over again. It is a valid point of view. You can do one thing really well or 3 different things not so well. It is pretty much established that WotC doesn't have the bandwidth to do EVERYTHING as well as it might deserve.</p><p></p><p>Beyond that multiple variants aren't actually all that feasible. How do you write adventures for them all? How do you deal with the inevitable dependencies and interactions between various subsystems? Do you create a whole set of feats that deals with the 'classic' skill system and ANOTHER set that muck with the 'Monte' skill system? How do you write an adventure, or even just any other ordinary supplement unless you assume that certain rules are being used? Provide alternatives for all the possible myriad permutations? </p><p></p><p>One of 2 things will happen there. Either the developers will essentially kick whatever subsystems don't happen to be their favorite ones to the curb and not really support them, or they'll simply stop putting out material that uses that type of subsystem at all (or for instance simply not put out more adventures, or only ones that don't bother to reference the skill system at all because there are 3 of them). </p><p></p><p>I'm entirely unconvinced that options are a viable road forward. A couple of very limited minor variations or tacked on extras like AD&D had could be OK, but those are hardly going to revolutionize the game for anyone in a profound way.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5695606, member: 82106"] I don't think he's trying to be offensive. I think he's simply voicing the concern that some people can yell loud enough and all of a sudden things change in ways that other people don't enjoy. I can distinctly sympathize as I can see many ways the game could take a turn for what I would deem to be the worse. Yes, at least IN THEORY, options for everyone sounds great. I'm not really convinced it is so however. More different variant games divides the attention of the developers. It is like some people's complaints about Essentials distracting WotC from simply providing some fairly basic updates to existing classes and builds, or making other interesting things instead of revisiting the fighter and the wizard all over again. It is a valid point of view. You can do one thing really well or 3 different things not so well. It is pretty much established that WotC doesn't have the bandwidth to do EVERYTHING as well as it might deserve. Beyond that multiple variants aren't actually all that feasible. How do you write adventures for them all? How do you deal with the inevitable dependencies and interactions between various subsystems? Do you create a whole set of feats that deals with the 'classic' skill system and ANOTHER set that muck with the 'Monte' skill system? How do you write an adventure, or even just any other ordinary supplement unless you assume that certain rules are being used? Provide alternatives for all the possible myriad permutations? One of 2 things will happen there. Either the developers will essentially kick whatever subsystems don't happen to be their favorite ones to the curb and not really support them, or they'll simply stop putting out material that uses that type of subsystem at all (or for instance simply not put out more adventures, or only ones that don't bother to reference the skill system at all because there are 3 of them). I'm entirely unconvinced that options are a viable road forward. A couple of very limited minor variations or tacked on extras like AD&D had could be OK, but those are hardly going to revolutionize the game for anyone in a profound way. [/QUOTE]
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