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October Playtest: Yay or Nay?
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<blockquote data-quote="DEFCON 1" data-source="post: 6040900" data-attributes="member: 7006"><p>Depends entirely on what it is that you are fairly confident "works" and also depends on how many changes to "the whole system" we're actually talking about here.</p><p></p><p>For instance... WotC knows that Magic Missile works as a 1d4+1 per missile spell. We've seen it work that way for almost 40 years. So now... they can play around with it. Make it an at-will cantrip. Make each missile get added based on spell level. Or like in Essentials base it on a straight number of damage. The spell system is not going to change so dramatically that all of a sudden 1d4+1 per missile is going to break the entire system. Now yes, it might not end up being the best choice once things get finalized... but they always have that baseline to use and go back to if they ever need to "cleanse their palate" of a bunch of weird variations they've done over succeeding packets.</p><p></p><p>I suspect that where people are getting hung up on is the idea that once something is found to apparently work pretty well... <em>that's where the testing ends.</em> Which is by no means the case. Just because you have something that seems to work there might still very well be an idea out there <em>that is even better</em>. Especially when it ties itself in with all the other components of the system as they get finalized too.</p><p></p><p>You can't just stop innovating. Creating. Testing. It should NEVER stop until you've finalized the document. Because if you do, that's when you end up with a mediocre mess. And anyone who wants WotC to stop fiddling with any specific rule at this stage in the process because <em>they</em> think the rule as it stands is perfect (and if they do, it's because WotC "has no plan for what they're doing!")... is just asking for WotC to release a crap game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6040900, member: 7006"] Depends entirely on what it is that you are fairly confident "works" and also depends on how many changes to "the whole system" we're actually talking about here. For instance... WotC knows that Magic Missile works as a 1d4+1 per missile spell. We've seen it work that way for almost 40 years. So now... they can play around with it. Make it an at-will cantrip. Make each missile get added based on spell level. Or like in Essentials base it on a straight number of damage. The spell system is not going to change so dramatically that all of a sudden 1d4+1 per missile is going to break the entire system. Now yes, it might not end up being the best choice once things get finalized... but they always have that baseline to use and go back to if they ever need to "cleanse their palate" of a bunch of weird variations they've done over succeeding packets. I suspect that where people are getting hung up on is the idea that once something is found to apparently work pretty well... [I]that's where the testing ends.[/I] Which is by no means the case. Just because you have something that seems to work there might still very well be an idea out there [I]that is even better[/I]. Especially when it ties itself in with all the other components of the system as they get finalized too. You can't just stop innovating. Creating. Testing. It should NEVER stop until you've finalized the document. Because if you do, that's when you end up with a mediocre mess. And anyone who wants WotC to stop fiddling with any specific rule at this stage in the process because [I]they[/I] think the rule as it stands is perfect (and if they do, it's because WotC "has no plan for what they're doing!")... is just asking for WotC to release a crap game. [/QUOTE]
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