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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="shoak1" data-source="post: 7170059" data-attributes="member: 54380"><p>Well said. The only thing I would add is that if you don't like Big DM "rising to the challenge" during the game, or have a DM not willing to do a lot of prep work, you're really screwed. </p><p></p><p></p><p></p><p>4e modules were.....awesome. DCs aplenty, encounter to encounter design. And balanced encounters. As Tony said 4e had balance, clarity, and consistency in contrast to 5e. My prep time of published and user modules was a fraction of what it is now.</p><p></p><p>The optional 3 sidebars I suggested in modules - encounter to encounter rails, rest limitation suggestions, and level appropriate balanced encounters - would give people who liked the 4e format what they aren't getting from 5e. Its not just about me - there were lots of peeps who liked 4e's linear and balanced encounters. Why so utterly abandon that concept as to not even provide optional guidelines to get to it?</p><p></p><p>And its not (mostly) about economics as many have suggested here. Designer bias is at least as important as the free market system in how a game turns out. In the real world there is not such a direct and perfect link between statistics/marketing/sales, and R+D /development. Usually the guys doing the former don't even know how to play the game lol. So if you get a guy or team developing the game (and its products) that really favors a certain style, its gonna skew things considerably, both in the final ruleset and in the modules. My guess is that the top shot caller who actually plays the game at WoC is a rather staunch BigDM guy. But that's just an educated deduction. And maybe there is some "OMG I dont want to piss off the counterrevolutionaries by putting anything in 5e that resembles 4e, that will kill our base!!! (pause for irony)"</p><p></p><p>Look I get all the crap about 5e supposedly "being for all of us." But imo is a reactionary (to 4e) game designed by well meaning advocates of the other side who have convinced themselves they are unbiased and impartial in making a game "for all of us". Kind of like the way a liberal might convince himself he is unbiased toward conservatism (or the way Big DM convinces himself he's impartial)(pensive smile).</p><p></p><p>Reminds me of Christmas. My aunt who barely knows me gets me a gift and as I open it says "Stevie boy, I noticed you didn't have any couch pillows!" So I open the package to find a gold embroidered baby Jesus themed couch pillow....thanks Auntie. In D and D terms its like the feat list ("Look what I got you combat boys - some FEATS!" - "Wow Auntie, they're....optional, unbalanced, inconsistent, unsupported, and generally just not very well thought out.......but.... they're just great Auntie (forced smile)")</p></blockquote><p></p>
[QUOTE="shoak1, post: 7170059, member: 54380"] Well said. The only thing I would add is that if you don't like Big DM "rising to the challenge" during the game, or have a DM not willing to do a lot of prep work, you're really screwed. 4e modules were.....awesome. DCs aplenty, encounter to encounter design. And balanced encounters. As Tony said 4e had balance, clarity, and consistency in contrast to 5e. My prep time of published and user modules was a fraction of what it is now. The optional 3 sidebars I suggested in modules - encounter to encounter rails, rest limitation suggestions, and level appropriate balanced encounters - would give people who liked the 4e format what they aren't getting from 5e. Its not just about me - there were lots of peeps who liked 4e's linear and balanced encounters. Why so utterly abandon that concept as to not even provide optional guidelines to get to it? And its not (mostly) about economics as many have suggested here. Designer bias is at least as important as the free market system in how a game turns out. In the real world there is not such a direct and perfect link between statistics/marketing/sales, and R+D /development. Usually the guys doing the former don't even know how to play the game lol. So if you get a guy or team developing the game (and its products) that really favors a certain style, its gonna skew things considerably, both in the final ruleset and in the modules. My guess is that the top shot caller who actually plays the game at WoC is a rather staunch BigDM guy. But that's just an educated deduction. And maybe there is some "OMG I dont want to piss off the counterrevolutionaries by putting anything in 5e that resembles 4e, that will kill our base!!! (pause for irony)" Look I get all the crap about 5e supposedly "being for all of us." But imo is a reactionary (to 4e) game designed by well meaning advocates of the other side who have convinced themselves they are unbiased and impartial in making a game "for all of us". Kind of like the way a liberal might convince himself he is unbiased toward conservatism (or the way Big DM convinces himself he's impartial)(pensive smile). Reminds me of Christmas. My aunt who barely knows me gets me a gift and as I open it says "Stevie boy, I noticed you didn't have any couch pillows!" So I open the package to find a gold embroidered baby Jesus themed couch pillow....thanks Auntie. In D and D terms its like the feat list ("Look what I got you combat boys - some FEATS!" - "Wow Auntie, they're....optional, unbalanced, inconsistent, unsupported, and generally just not very well thought out.......but.... they're just great Auntie (forced smile)") [/QUOTE]
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