Plane Sailing
Astral Admin - Mwahahaha!
I remember lots of 3e discussions (especially in the early days of 3e) which revolved around the issue of "I wish we knew what the underlying design was here". Some things it was easy to reverse engineer the design principles - e.g. the relationship between damage die, threat range and crit multiplier between simple, martial and exotic weapons. Other things it was much less easy, although various WotC designers assured us that they had their internal design documents which spelled things out somewhat.
We wanted more clarity.
So, with 4e it seems we are getting it, and I'm really glad.
For instance, the 'party roles' of defender, controller, striker and leader could have been kept invisible to us, and just used as an internal "design language" to help the designers come up with new classes and stuff. A decision could easily have been made to just release the new and upgraded classes without it, but they've decided to lift the curtain and show us something fundamental about how they are designing classes now - and I appreciate it.
Another example is the "monster roles". The 3e DMG did have a paragraph or so which said some monsters have a roll such as critter, dragon, fiend, terror, tough etc - but that was never really carried though to the monster descriptions. Looking at a monster, did you know what it really should be? We found out a while after release that dragons were deliberately 'under-CRed' to make them nasty foes for their level. Now in comparison to that it seems that brute, minion, skirmisher, elite and solitary monsters (etc) are being built in from scratch and easily visible in the monster description. (I realise I've probably mixed two axis together there - one is the minion-normal-elite-solitary axis and the other is the brute-skirmisher-controller-whatever axis).
I'm sure that other things are going to become evident too, and I'm really pleased to see it. Understanding the underlying design principles has been a desire throughout 3e, and to see it being brought to the fore in 4e is wonderful.
The unfortunate side effect is that it reveals additional information for some people to fret about, whether in nomenclature or principles, but I hope that WotC won't let that dissuade them from continuing in this practice.
Cheers
We wanted more clarity.
So, with 4e it seems we are getting it, and I'm really glad.
For instance, the 'party roles' of defender, controller, striker and leader could have been kept invisible to us, and just used as an internal "design language" to help the designers come up with new classes and stuff. A decision could easily have been made to just release the new and upgraded classes without it, but they've decided to lift the curtain and show us something fundamental about how they are designing classes now - and I appreciate it.
Another example is the "monster roles". The 3e DMG did have a paragraph or so which said some monsters have a roll such as critter, dragon, fiend, terror, tough etc - but that was never really carried though to the monster descriptions. Looking at a monster, did you know what it really should be? We found out a while after release that dragons were deliberately 'under-CRed' to make them nasty foes for their level. Now in comparison to that it seems that brute, minion, skirmisher, elite and solitary monsters (etc) are being built in from scratch and easily visible in the monster description. (I realise I've probably mixed two axis together there - one is the minion-normal-elite-solitary axis and the other is the brute-skirmisher-controller-whatever axis).
I'm sure that other things are going to become evident too, and I'm really pleased to see it. Understanding the underlying design principles has been a desire throughout 3e, and to see it being brought to the fore in 4e is wonderful.
The unfortunate side effect is that it reveals additional information for some people to fret about, whether in nomenclature or principles, but I hope that WotC won't let that dissuade them from continuing in this practice.
Cheers

