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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="Iosue" data-source="post: 9572184" data-attributes="member: 6680772"><p>It is certainly true that in the parlance of the time, Mearls was on the "development team" rather than the "design team" for 4e, but for our purposes, that's a distinction without a difference. The job of the development team was to implement the ideas of the design team. So they would need to understand what the design team wanted in order to come up with the mechanics.</p><p></p><p><a href="https://forum.rpg.net/index.php?threads/what-4e-could-have-been-a-look-at-proto-4e-info-also-bo9s-was-made-up-of-4e-scraps.633648/post-15591521" target="_blank">Here's</a> a breakdown of his role in 4e's development. </p><p>Sep. 2005-Feb. 2006 - Member, First Development Team</p><p>Mid-April 2006 - Member, One-Week Development Team. Money quote: "In what I’d judge as the most productive week of the process to date....Mearls and [Rich] Baker figured out what was going wrong with the design."</p><p>May 2006-Sep. 2006 - Member, Flywheel Team. This is the team that figured out AEDU-design, credited to Mearls and Rich Baker by Rob Heinsoo: "In truth the system didn't start feeling right until Mike Mearls and Rich Baker came up with the at-will/encounter/day split that put power attrition back into the game."</p><p>Oct. 2006-April 2007 - Member, Players Handbook Creation Team.</p><p>May 2007 - Member, Magic Item Revision</p><p></p><p>And for what it's worth, when challenged on his statement in the thread Alzrius linked to, Mearls linked to the GenCon TV 4e session, time stamped to Rob Heinsoo, lead designer for 4e, saying:</p><p></p><p>"When we made 4th Edition, one of the earliest design goals, that was given to us by the management, was that it should be more familiar to those coming in having played World of Warcraft and other digital games."</p><p></p><p>If Rodney Thompson, developer on 5e, came in here and talked about the design direction and goals of 5e, not one person here would gainsay him, and talk about how he wasn't part of the design team and so doesn't know what he's talking about.</p></blockquote><p></p>
[QUOTE="Iosue, post: 9572184, member: 6680772"] It is certainly true that in the parlance of the time, Mearls was on the "development team" rather than the "design team" for 4e, but for our purposes, that's a distinction without a difference. The job of the development team was to implement the ideas of the design team. So they would need to understand what the design team wanted in order to come up with the mechanics. [URL='https://forum.rpg.net/index.php?threads/what-4e-could-have-been-a-look-at-proto-4e-info-also-bo9s-was-made-up-of-4e-scraps.633648/post-15591521']Here's[/URL] a breakdown of his role in 4e's development. Sep. 2005-Feb. 2006 - Member, First Development Team Mid-April 2006 - Member, One-Week Development Team. Money quote: "In what I’d judge as the most productive week of the process to date....Mearls and [Rich] Baker figured out what was going wrong with the design." May 2006-Sep. 2006 - Member, Flywheel Team. This is the team that figured out AEDU-design, credited to Mearls and Rich Baker by Rob Heinsoo: "In truth the system didn't start feeling right until Mike Mearls and Rich Baker came up with the at-will/encounter/day split that put power attrition back into the game." Oct. 2006-April 2007 - Member, Players Handbook Creation Team. May 2007 - Member, Magic Item Revision And for what it's worth, when challenged on his statement in the thread Alzrius linked to, Mearls linked to the GenCon TV 4e session, time stamped to Rob Heinsoo, lead designer for 4e, saying: "When we made 4th Edition, one of the earliest design goals, that was given to us by the management, was that it should be more familiar to those coming in having played World of Warcraft and other digital games." If Rodney Thompson, developer on 5e, came in here and talked about the design direction and goals of 5e, not one person here would gainsay him, and talk about how he wasn't part of the design team and so doesn't know what he's talking about. [/QUOTE]
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