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Rule of Three: 7 Feb. 2014
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<blockquote data-quote="I'm A Banana" data-source="post: 6260362" data-attributes="member: 2067"><p>Solid post, and I think, part of what makes this hobby so awesome and so occasionally aggravating at the same time: no such thing as a consistent experience shared by all. </p><p></p><p>That's human nature, too. Think of any religious or political issue: two people can look at one thing and see all sorts of different and exclusive interpretations. </p><p></p><p>Which is why I think NEXT would be smart to embrace the idea that none of these people are <em>wrong</em>. They're all right. They all deserve the game that works for them. Group A deserves a game where all the classes are on roughly comparable footing. Group C deserves a game where fighters are outclassed. Group B could probably play either game and be happy. </p><p></p><p>So since there's no right answer here, what do you design for? Practical considerations. Things like, "It's always easier to unbalance a game than to balance it" means that the classes should likely be comparable out of the gate. You can always give out more spells or whatever, or enable that as options for DMs that like it. </p><p></p><p>Seems like the direction they're leaning in to me.</p><p></p><p>Which means that, in terms of being able to overcome the challenges a typical adventure tosses at the party, the Fighter is going to be as good as the wizard, but different. Assuming WotC does their jobs well. And WotC has a history of delivering well on the goals they give themselves. It's only a question of if they have the right goals. Here, I think they do.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6260362, member: 2067"] Solid post, and I think, part of what makes this hobby so awesome and so occasionally aggravating at the same time: no such thing as a consistent experience shared by all. That's human nature, too. Think of any religious or political issue: two people can look at one thing and see all sorts of different and exclusive interpretations. Which is why I think NEXT would be smart to embrace the idea that none of these people are [I]wrong[/I]. They're all right. They all deserve the game that works for them. Group A deserves a game where all the classes are on roughly comparable footing. Group C deserves a game where fighters are outclassed. Group B could probably play either game and be happy. So since there's no right answer here, what do you design for? Practical considerations. Things like, "It's always easier to unbalance a game than to balance it" means that the classes should likely be comparable out of the gate. You can always give out more spells or whatever, or enable that as options for DMs that like it. Seems like the direction they're leaning in to me. Which means that, in terms of being able to overcome the challenges a typical adventure tosses at the party, the Fighter is going to be as good as the wizard, but different. Assuming WotC does their jobs well. And WotC has a history of delivering well on the goals they give themselves. It's only a question of if they have the right goals. Here, I think they do. [/QUOTE]
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Rule of Three: 7 Feb. 2014
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