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<blockquote data-quote="UngainlyTitan" data-source="post: 5029731" data-attributes="member: 28487"><p>It is definitely worth considering the problem is on the manufacturing process (if you will). The spaghetti sauces all essentially use the same ingredients so, simple variations in the manufacturing process will produce different sauces. It is technically quite trivial in a well designed manufacturing process.</p><p></p><p>Now, in the case of an rpg, If there is significant difference in the mechanics of combat then the monsters will have different numbers to produce a similar experience. So if we consider a module say Keep on the Borderlands. Each version would need different stat blocks for all the monsters and in a new module they all would have to be playtested for balance and so forth.</p><p></p><p>For example, if you too the 4e mechanic and allowed only fighter, rogue, cleric and wizard but restricted everyone to only at wills except the cleric and wizard. Who you also allow their dailys. I suspect that you would get something that would feel very akin to 1e AD&D to most people but you would have to adjust every monster with regard to hit points and defenses to get the right play experience. </p><p></p><p>The problem is that an rpg module requires a lot of work and is pretty much an art not a science that is the bottle neck.</p><p></p><p>I do believe that 4e is a step toward that kind of goal as WoTC spent a lot of effort looking at the math. I suspect that the new WHFRPG may have characteristics that could be used to design such a system. </p><p></p><p>I also suspect that the a newer generation computerised tools will replace alot of the number crunching we do by hand in this hobby. The iPhone and things like it are the shape of things to come. Solve the screen real estate problem and with the right UI the character sheet could be on the hand held the maths would be handled by peer to peer networking and not all the players need even be in the same room and this discussion becomes moot.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 5029731, member: 28487"] It is definitely worth considering the problem is on the manufacturing process (if you will). The spaghetti sauces all essentially use the same ingredients so, simple variations in the manufacturing process will produce different sauces. It is technically quite trivial in a well designed manufacturing process. Now, in the case of an rpg, If there is significant difference in the mechanics of combat then the monsters will have different numbers to produce a similar experience. So if we consider a module say Keep on the Borderlands. Each version would need different stat blocks for all the monsters and in a new module they all would have to be playtested for balance and so forth. For example, if you too the 4e mechanic and allowed only fighter, rogue, cleric and wizard but restricted everyone to only at wills except the cleric and wizard. Who you also allow their dailys. I suspect that you would get something that would feel very akin to 1e AD&D to most people but you would have to adjust every monster with regard to hit points and defenses to get the right play experience. The problem is that an rpg module requires a lot of work and is pretty much an art not a science that is the bottle neck. I do believe that 4e is a step toward that kind of goal as WoTC spent a lot of effort looking at the math. I suspect that the new WHFRPG may have characteristics that could be used to design such a system. I also suspect that the a newer generation computerised tools will replace alot of the number crunching we do by hand in this hobby. The iPhone and things like it are the shape of things to come. Solve the screen real estate problem and with the right UI the character sheet could be on the hand held the maths would be handled by peer to peer networking and not all the players need even be in the same room and this discussion becomes moot. [/QUOTE]
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