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So... what happened during the playtests?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6888430" data-attributes="member: 6677017"><p>I think it's important to know a little bit about the process that they go through when deciding what content they are going to include in 5e--both during the playtest and in the current UA playtests.</p><p></p><p>Fortunately, Mike Mearls has told us a little bit about the process. I'm not going to spend an hour and a half attempting to find the articles and quotes, but anyone who wants to is free to do so. Some of the most recent ones have been given to us when reporting the results of the feedback surveys since the game was released. Instead, I'll just summarize according to my memory and understanding.</p><p></p><p>When determining what to include, they look at how popular something is, but they also look at how <em>unpopular</em> it is. For example, in the most recent feedback Mike mentions that 70% of people wanted more feats in the game, and it also had the lowest opposition. This would be in contrast to some other things, like prestige classes (which Mike himself likes and would like to have in the games). With those, most people said the Runecaster worked fairly well, but a lot of those same people (I believe it was either 40% or 60% of all respondents to the survey) said they do not want prestige classes in the game (including the Runecaster).</p><p></p><p>More details about this process were given in the past. While I don't recall the exact numbers, it was said that if something like 5%-10% of people said that they were dissatisfied with something, they felt they needed to work on it more. They wanted to make sure to get those numbers down to a minimum before releasing it.</p><p></p><p>So if 70% of people like and want something, 2% dislike and don't want it, and 28% don't have a strong opinion, there is a good chance it will go on the list of things they are planning to get to. On the other hand, if 75% of people want something, but 15% are strongly opposed to it, with 10% lacking a strong opinion, they aren't likely to produce it in that form. Depending on how they judge it, they may just give up on the idea, or they might throw it back to the drawing board to see if they can make a less objectionable version of the concept.</p><p></p><p>I think this is pretty much exactly what they <em>should</em> be doing, even when it means some things I really want in the game don't happen, and some things I really wished they would have left out do happen. It's not all about me. They are making this the D&D lover's edition, not the "new and exciting innovation" edition or the "30+" edition. They want to make it accessible to as many D&D lovers as possible, which means giving us stuff everyone can enjoy. (And by the way, many of the surveys asked about preferred editions along with asking about preferences, and found that, contrary to popular conceptions, there was very little (I believe it may have actually been statistically insignificant, but don't recall) correlation between the two.)</p><p></p><p>On a side-note, when they have mentioned in passing some of the reasons for not including certain things, they have tended to accord with many of the rational and articulate arguments against including those things. So either they aren't <em>entirely</em> basing things off of pure numbers, or they are at least aware of what underlying reasoning those numbers represent.</p><p></p><p>Now, when there is something that a relatively small number of people want, but there is little to no opposition against, I'm not sure how they decide on it. I'd guess it would go on the "we'll get to it if we get to it" shelf, and we'll be most likely to get it if it is something that takes little effort, they have the time, and are in the mood. So I'm going to keep plugging for AD&D/Gestalt/Hybrid style multiclassing until the cows come home, but if they don't give it to us, I assume it is a well-reasoned decision. They certainly know that I want it and know my reasonable argument for its inclusion.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6888430, member: 6677017"] I think it's important to know a little bit about the process that they go through when deciding what content they are going to include in 5e--both during the playtest and in the current UA playtests. Fortunately, Mike Mearls has told us a little bit about the process. I'm not going to spend an hour and a half attempting to find the articles and quotes, but anyone who wants to is free to do so. Some of the most recent ones have been given to us when reporting the results of the feedback surveys since the game was released. Instead, I'll just summarize according to my memory and understanding. When determining what to include, they look at how popular something is, but they also look at how [I]unpopular[/I] it is. For example, in the most recent feedback Mike mentions that 70% of people wanted more feats in the game, and it also had the lowest opposition. This would be in contrast to some other things, like prestige classes (which Mike himself likes and would like to have in the games). With those, most people said the Runecaster worked fairly well, but a lot of those same people (I believe it was either 40% or 60% of all respondents to the survey) said they do not want prestige classes in the game (including the Runecaster). More details about this process were given in the past. While I don't recall the exact numbers, it was said that if something like 5%-10% of people said that they were dissatisfied with something, they felt they needed to work on it more. They wanted to make sure to get those numbers down to a minimum before releasing it. So if 70% of people like and want something, 2% dislike and don't want it, and 28% don't have a strong opinion, there is a good chance it will go on the list of things they are planning to get to. On the other hand, if 75% of people want something, but 15% are strongly opposed to it, with 10% lacking a strong opinion, they aren't likely to produce it in that form. Depending on how they judge it, they may just give up on the idea, or they might throw it back to the drawing board to see if they can make a less objectionable version of the concept. I think this is pretty much exactly what they [I]should[/I] be doing, even when it means some things I really want in the game don't happen, and some things I really wished they would have left out do happen. It's not all about me. They are making this the D&D lover's edition, not the "new and exciting innovation" edition or the "30+" edition. They want to make it accessible to as many D&D lovers as possible, which means giving us stuff everyone can enjoy. (And by the way, many of the surveys asked about preferred editions along with asking about preferences, and found that, contrary to popular conceptions, there was very little (I believe it may have actually been statistically insignificant, but don't recall) correlation between the two.) On a side-note, when they have mentioned in passing some of the reasons for not including certain things, they have tended to accord with many of the rational and articulate arguments against including those things. So either they aren't [I]entirely[/I] basing things off of pure numbers, or they are at least aware of what underlying reasoning those numbers represent. Now, when there is something that a relatively small number of people want, but there is little to no opposition against, I'm not sure how they decide on it. I'd guess it would go on the "we'll get to it if we get to it" shelf, and we'll be most likely to get it if it is something that takes little effort, they have the time, and are in the mood. So I'm going to keep plugging for AD&D/Gestalt/Hybrid style multiclassing until the cows come home, but if they don't give it to us, I assume it is a well-reasoned decision. They certainly know that I want it and know my reasonable argument for its inclusion. [/QUOTE]
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