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The Crab Bucket Fallacy
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<blockquote data-quote="Tony Vargas" data-source="post: 9148071" data-attributes="member: 996"><p>Redundancy is only an issue if the non-combat uses of skills are so limited that they're always resolved by a single check against a single skill be a single character.</p><p>Furthermore, defining/balancing a class or character by giving it exclusive access to a skill is just a particularly narrow form of niche protection.</p><p></p><p>IMX with range of systems, too many skills is worse for a game than not enough, and open-ended skills, or skills otherwise added mid-stream, <em>create incompetence</em>....</p><p></p><p>Aside from Tool Use, which is open-ended, the 5e list of skills is fine. Or, could have been fine, if there had been a bit more depth to their use in the non-combat 'pillars.'</p><p></p><p></p><p>In terms of dollars, I'd heard that. I also recall WotC letting slip that the ol' Red Box, at something like 1.2 (1.5? IDK) million units was the best-ever selling single product. Which sure implied the 80s had the most units moved. 5e has surely broken that record.</p><p></p><p></p><p>I'm going to show my age again, but</p><p><em>The September that never ended.</em></p><p></p><p>There's no doubt that the edition war went far beyond the usual grousing that has accompanied every rev-roll since disgruntled fans fled the comparatively 'new' 1e for Arduin Grimoire. And not just because there were forums. Fans on use-net could have trashed 2e in favor of 1e, they preferred to lump all D&D together and trash it as ROLL playing. 3.0 caught some flack for being 'grid dependent' from Grognards who had completely missed 2e C&T. But the sheer level of toxicity the edition war managed to impose on the internet footprint of the IP was unprecedented and remains unequaled.</p><p></p><p></p><p>Better selling or more profitable product, being lower quality is easy to conceive. Use inferior materials to make an inferior product, save enough on production that it's more profitable.</p><p>Pour on advertising to make a product sell better without changing its quality, at all.</p><p></p><p>It's a better product from a boardroom point of view, it has the superior quality of selling more, excellence in delivering profits.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9148071, member: 996"] Redundancy is only an issue if the non-combat uses of skills are so limited that they're always resolved by a single check against a single skill be a single character. Furthermore, defining/balancing a class or character by giving it exclusive access to a skill is just a particularly narrow form of niche protection. IMX with range of systems, too many skills is worse for a game than not enough, and open-ended skills, or skills otherwise added mid-stream, [I]create incompetence[/I].... Aside from Tool Use, which is open-ended, the 5e list of skills is fine. Or, could have been fine, if there had been a bit more depth to their use in the non-combat 'pillars.' In terms of dollars, I'd heard that. I also recall WotC letting slip that the ol' Red Box, at something like 1.2 (1.5? IDK) million units was the best-ever selling single product. Which sure implied the 80s had the most units moved. 5e has surely broken that record. I'm going to show my age again, but [I]The September that never ended.[/I] There's no doubt that the edition war went far beyond the usual grousing that has accompanied every rev-roll since disgruntled fans fled the comparatively 'new' 1e for Arduin Grimoire. And not just because there were forums. Fans on use-net could have trashed 2e in favor of 1e, they preferred to lump all D&D together and trash it as ROLL playing. 3.0 caught some flack for being 'grid dependent' from Grognards who had completely missed 2e C&T. But the sheer level of toxicity the edition war managed to impose on the internet footprint of the IP was unprecedented and remains unequaled. Better selling or more profitable product, being lower quality is easy to conceive. Use inferior materials to make an inferior product, save enough on production that it's more profitable. Pour on advertising to make a product sell better without changing its quality, at all. It's a better product from a boardroom point of view, it has the superior quality of selling more, excellence in delivering profits. [/QUOTE]
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