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*Dungeons & Dragons
Should ENworld Posters Design a D&D?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9151859" data-attributes="member: 6790260"><p>I think the much better question is, <em>can</em> ENWorld users design one?</p><p></p><p>I have no doubt whatsoever that if we could actually agree on a particular vision for what the thing should do, we have the collective interest and working-hours to put something together. If we appeal to our more technically-minded members, we could even get actual playtesting--with <em>serious statistical analysis</em>--as long as we can find enough volunteers.</p><p></p><p>But getting people on board with a sufficiently coherent vision to actually make a product? I've heard of more miraculous things...but not many.</p><p></p><p>Edit: To not be all doom-and-gloom about this, throwing my hat in the ring.</p><p></p><p>The 4e engine is a solid one. It has its flaws, but the vast majority of those are things that aren't <em>rules</em> design. They're presentation, organization, adventures, individual bits and pieces.</p><p></p><p>I know that they're seen as unnecessary complexity by a lot of folks, but the "stat and also modifier" thing is a beloved tradition which doesn't <em>really</em> cause that much grief. Instead of eliminating them, we should strive to make raw scores more useful. 4e already tried that by making all feat prerequisites require <em>odd</em> ability score amounts, but that's kind of a weak step. I'm not sure how to do this, but something should be done.</p><p></p><p>If a few of the really not very necessary classes are trimmed out (e.g. Seeker) and some of the genuinely <em>bad</em> subclasses go (e.g. Binder), you could probably trim the game down a great deal without losing that much.</p><p></p><p>Beyond that, KISS principle. When there's a choice, make it a <em>meaningful</em> one between options that are all actually good, but in different ways. If you can't come up with more than two good options, it's not really a choice--bake it in somehow. Keep the character-building minigame optional but useful.</p><p></p><p>Track down and learn from all the various "how I run SC" things out there, and synthesize a best-practices explanation. Ideally, with examples.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9151859, member: 6790260"] I think the much better question is, [I]can[/I] ENWorld users design one? I have no doubt whatsoever that if we could actually agree on a particular vision for what the thing should do, we have the collective interest and working-hours to put something together. If we appeal to our more technically-minded members, we could even get actual playtesting--with [I]serious statistical analysis[/I]--as long as we can find enough volunteers. But getting people on board with a sufficiently coherent vision to actually make a product? I've heard of more miraculous things...but not many. Edit: To not be all doom-and-gloom about this, throwing my hat in the ring. The 4e engine is a solid one. It has its flaws, but the vast majority of those are things that aren't [I]rules[/I] design. They're presentation, organization, adventures, individual bits and pieces. I know that they're seen as unnecessary complexity by a lot of folks, but the "stat and also modifier" thing is a beloved tradition which doesn't [I]really[/I] cause that much grief. Instead of eliminating them, we should strive to make raw scores more useful. 4e already tried that by making all feat prerequisites require [I]odd[/I] ability score amounts, but that's kind of a weak step. I'm not sure how to do this, but something should be done. If a few of the really not very necessary classes are trimmed out (e.g. Seeker) and some of the genuinely [I]bad[/I] subclasses go (e.g. Binder), you could probably trim the game down a great deal without losing that much. Beyond that, KISS principle. When there's a choice, make it a [I]meaningful[/I] one between options that are all actually good, but in different ways. If you can't come up with more than two good options, it's not really a choice--bake it in somehow. Keep the character-building minigame optional but useful. Track down and learn from all the various "how I run SC" things out there, and synthesize a best-practices explanation. Ideally, with examples. [/QUOTE]
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