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General Tabletop Discussion
*Dungeons & Dragons
Tedium for balance. Should we balance powerful effects with bookkeeping?
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<blockquote data-quote="Stormonu" data-source="post: 9120662" data-attributes="member: 52734"><p>Oh, I think they know (and expect) that different groups are going to adopt or drop different rules. They have to establish a baseline or minimum bar and then let the DM/players decide if they want to raise or lower it from there - how complicated/powerful/immersive do you want it to be? 5E makes it mechanically easy to move it about, but player and DM inertia determines how far it in fact gets move - and how far they're willing to move it to get the game they want. Ideally, I think we all want a game that doesn't have to move up or down very far, much less in a completely different direction.</p><p></p><p>The question is, where are they setting the bar and how are they deciding it? Do they go with years of design experience? Actual test play? Surveys? Gut feelings? Nostalgia? Twitter posts?</p><p></p><p>I think it would actually behoove them to put the game at about the state it was at when Xanathar's was released - it'd been a year or two since the initial release and a fair bit of the holes and rough spots were being ironed out. Add any errata for a few of the system's proud nails, and that would be a baseline I'd be comfortable with. Then drop a couple "Advanced" books that give you options to add subsystems, details and different ways of doing things for those who want to delve deeper into the different areas of the game.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9120662, member: 52734"] Oh, I think they know (and expect) that different groups are going to adopt or drop different rules. They have to establish a baseline or minimum bar and then let the DM/players decide if they want to raise or lower it from there - how complicated/powerful/immersive do you want it to be? 5E makes it mechanically easy to move it about, but player and DM inertia determines how far it in fact gets move - and how far they're willing to move it to get the game they want. Ideally, I think we all want a game that doesn't have to move up or down very far, much less in a completely different direction. The question is, where are they setting the bar and how are they deciding it? Do they go with years of design experience? Actual test play? Surveys? Gut feelings? Nostalgia? Twitter posts? I think it would actually behoove them to put the game at about the state it was at when Xanathar's was released - it'd been a year or two since the initial release and a fair bit of the holes and rough spots were being ironed out. Add any errata for a few of the system's proud nails, and that would be a baseline I'd be comfortable with. Then drop a couple "Advanced" books that give you options to add subsystems, details and different ways of doing things for those who want to delve deeper into the different areas of the game. [/QUOTE]
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Tedium for balance. Should we balance powerful effects with bookkeeping?
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