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Profession/Crafting skills: Why?
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<blockquote data-quote="Thasmodious" data-source="post: 4506134" data-attributes="member: 63272"><p>This really is a ridiculous, if common, assertion. A game system does not "fail" because it doesn't cover things that you, or your group, personally feel belong higher in a hierarchy of needs. If your mark for system success is to somehow provide all the rules for all areas of gameplay, then there will never be a successful system, and labeling a system as having "failed" is meaningless noise. </p><p></p><p>Some people feel crafting is important. As this thread shows many do not. WotC did their market research and studied how the game is most often played and built a strong, balanced system of core gameplay. They decided crafting/profession was not an area the game needed. It was a design decision. Since they realized that design and did not accidentally put in crafting rules, it would be a success. </p><p></p><p>Some people want to see hit locations, crit tables, rules for wounds, and a hundred other subsystems from past editions, third party, common houserules, past Dragon articles, UA, etc. Their "exclusion" from the game does not constitute a failure in design, despite the feeling of some that such elements are essential for their own playstyle and preferences. What 4e did, though, was address those issues by making sure the game was balanced and the balance was not hidden behind the curtain, so the system is easy to tweak to your groups own preferences and playstyle. This was a stated design goal, and they succeeded. Houseruling the game is easy, winging it is easy, DM prep is a breeze, balanced monster creation is a snap...those were design goals and they succeeded quite well. </p><p></p><p>When a design team lays out its goals, meets those goals and puts out its product, you can't scream "failure" because your pet subsystem wasn't part of the design. Now, if the 4e designers claimed to have developed the best crafting system ever, you could cry foul, but you can't say the system failed to deliver something that was never an intended part of the design. That's a bit like claiming your new bicycle is a failure because you like cold drinks and it doesn't have a refridgerator.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4506134, member: 63272"] This really is a ridiculous, if common, assertion. A game system does not "fail" because it doesn't cover things that you, or your group, personally feel belong higher in a hierarchy of needs. If your mark for system success is to somehow provide all the rules for all areas of gameplay, then there will never be a successful system, and labeling a system as having "failed" is meaningless noise. Some people feel crafting is important. As this thread shows many do not. WotC did their market research and studied how the game is most often played and built a strong, balanced system of core gameplay. They decided crafting/profession was not an area the game needed. It was a design decision. Since they realized that design and did not accidentally put in crafting rules, it would be a success. Some people want to see hit locations, crit tables, rules for wounds, and a hundred other subsystems from past editions, third party, common houserules, past Dragon articles, UA, etc. Their "exclusion" from the game does not constitute a failure in design, despite the feeling of some that such elements are essential for their own playstyle and preferences. What 4e did, though, was address those issues by making sure the game was balanced and the balance was not hidden behind the curtain, so the system is easy to tweak to your groups own preferences and playstyle. This was a stated design goal, and they succeeded. Houseruling the game is easy, winging it is easy, DM prep is a breeze, balanced monster creation is a snap...those were design goals and they succeeded quite well. When a design team lays out its goals, meets those goals and puts out its product, you can't scream "failure" because your pet subsystem wasn't part of the design. Now, if the 4e designers claimed to have developed the best crafting system ever, you could cry foul, but you can't say the system failed to deliver something that was never an intended part of the design. That's a bit like claiming your new bicycle is a failure because you like cold drinks and it doesn't have a refridgerator. [/QUOTE]
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