A
amerigoV
Guest
Aw, F*** off!
You're getting closer!
Aw, F*** off!
This is like saying "And players, writing out your character's stats is the last step in chargen!"And people, a math polish is the last step in game design!
This is like saying "And players, writing out your character's stats is the last step in chargen!"
(snip)Sure, anyone can crank out a fantasy heartbreaker much quicker than we have seen the development of Next (I did so myself back in the dark days of 2e). But they only have to account for themselves and a small number of like minded folks. If they hate Modrons and other Planar stuff, they can completely ignore it. If they hate psionics they can completely excluded them. (snip)
(snip) Simply put, its your fault that they are talking so long since they have to account for how you play D&D (wrong, of course) instead of just making my game![]()
My comment, which I thought was fairly clear, was that Next is pretty simple and it has taken an a bloody long time to produce despite its simplicity.
What you're calling math 'polish' has a big effect on game play. For example, deciding how many hit points monsters have and what the PC hit-rate is has a direct and dramatic effect on how long combat lasts -- something that has always been an issue in D&D, particularly in later levels. How many fan complaints have we heard about 3e's Russian roulette combat? How many complaints about 4e grind have we heard? How many complaints have there been about both of those things in pre-WotC D&D?Once you've decided on the basic structure of the game, and the features, then you can set about making sure all of those things work together like they should and generate the mathematical results you wish to see. That's what they're doing now...deciding how many hit points the hobgoblins should have, how often the fighter can count on hitting them, etc. That's math polish.
What you're calling math 'polish' has a big effect on game play. For example, deciding how many hit points monsters have and what the PC hit-rate is has a direct and dramatic effect on how long combat lasts -- something that has always been an issue in D&D, particularly in later levels. How many fan complaints have we heard about 3e's Russian roulette combat? How many complaints about 4e grind have we heard? How many complaints have there been about both of those things in pre-WotC D&D?
I'm not sure we're disagreeing as much as it appears we are, but calling any part of a game's math a 'polish' is a subjective value judgment.
3rd took around three years.How long did 3e and 4e take to develop?
October 2007 to release at GenCon, August 2009. So just under 2 years.How long did Paizo take for Pathfinder?
Not sure. Sometime after 1985 through 1989.Or TSR with 2e?