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<blockquote data-quote="AbdulAlhazred" data-source="post: 6095006" data-attributes="member: 82106"><p>This is a rather pointless and trivial kind of statement on game design really. Obviously every game is what it is. However if you're going to make a successful game it would be best to start with a motivation that is more than just "not like that other game" because that won't get you far. I'd end with 4e's objective with skills was no different from that of any other edition of D&D so far. Challenges always get harder as you level up, that's sort of definitional for D&D...</p><p></p><p></p><p></p><p>Your level 20 characters will never encounter a level 1 lock, there is no reason for them to. It is simply never important. You're fixating on building a system around a corner case that NEVER HAPPENS in real games, which again you can easily fudge in the one time in your entire years long campaign when 'NEVER' turns into "except for the one time the wizard got drunk and ..." lol. Ultimately every system will only work well within some set of assumptions and outside that it will work less well, or maybe not at all. Pick your battles. At least that's my philosophy, make a system that handles the 90% of all cases very well and the 10% you can do something about, vs optimizing for a corner case.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6095006, member: 82106"] This is a rather pointless and trivial kind of statement on game design really. Obviously every game is what it is. However if you're going to make a successful game it would be best to start with a motivation that is more than just "not like that other game" because that won't get you far. I'd end with 4e's objective with skills was no different from that of any other edition of D&D so far. Challenges always get harder as you level up, that's sort of definitional for D&D... Your level 20 characters will never encounter a level 1 lock, there is no reason for them to. It is simply never important. You're fixating on building a system around a corner case that NEVER HAPPENS in real games, which again you can easily fudge in the one time in your entire years long campaign when 'NEVER' turns into "except for the one time the wizard got drunk and ..." lol. Ultimately every system will only work well within some set of assumptions and outside that it will work less well, or maybe not at all. Pick your battles. At least that's my philosophy, make a system that handles the 90% of all cases very well and the 10% you can do something about, vs optimizing for a corner case. [/QUOTE]
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