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General Tabletop Discussion
*TTRPGs General
The New Design Philosophy?
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<blockquote data-quote="Knight Otu" data-source="post: 2967389" data-attributes="member: 192"><p>Sure. Wizards is going to dedicate many resources to provide us something that won't bring a single penny and that, at the current pace, will take one or two years to be completed. I can see that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>Of course monsters will get their CR assigned on how well they hold up in a fight. Anything else would be, sorry, foolish. You don't assign a CR to a trap based on how hard it is to fast-talk it. You don't assign a CR to a skill-based obstacle based on how often you need to whack it with a sword. But that doesn't mean you can't try to reason with an intelligent trap, or gut that annoying valet blocking your path. And it definitely doesn't mean that monsters cannot manipulate others.</p><p></p><p>You are proposing to change a subsystem that is far more tied to aspects of the game than a single monster. If you somehow change the CR system, officially, the ripples are far larger than changing a single monster (may I insert the infamous phrase blast radius here?). The core assumption of 3rd Edition, for better or worse, has always been that heroes fight villains, physically. That's not something new. The articles build on that assumption. If you are aware of that core assumption, it is easy to deviate from it.</p><p></p><p>One of the criticisms of the new ogre mage is that, to paraphrase, it has been dumbed down. Constrasting, one of the criticisms of the new rust monster was, it, has been made harder to use. Apparently, there are two ways in which the game is going, then? I don't think so. Monsters with odd abilities, with social competence, and with many abilities, have always been part of the game, and will continue to be. But there is also a place for monsters with straightforward abilities, perhaps even a bigger one. Not all DMs are experienced rat bastards capable of weaving plots and encounters from their fingertips. That takes experience. Monsters that gradually become more complex provide nice learning opportunities for those fledgling DMs.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 2967389, member: 192"] Sure. Wizards is going to dedicate many resources to provide us something that won't bring a single penny and that, at the current pace, will take one or two years to be completed. I can see that. ;) Of course monsters will get their CR assigned on how well they hold up in a fight. Anything else would be, sorry, foolish. You don't assign a CR to a trap based on how hard it is to fast-talk it. You don't assign a CR to a skill-based obstacle based on how often you need to whack it with a sword. But that doesn't mean you can't try to reason with an intelligent trap, or gut that annoying valet blocking your path. And it definitely doesn't mean that monsters cannot manipulate others. You are proposing to change a subsystem that is far more tied to aspects of the game than a single monster. If you somehow change the CR system, officially, the ripples are far larger than changing a single monster (may I insert the infamous phrase blast radius here?). The core assumption of 3rd Edition, for better or worse, has always been that heroes fight villains, physically. That's not something new. The articles build on that assumption. If you are aware of that core assumption, it is easy to deviate from it. One of the criticisms of the new ogre mage is that, to paraphrase, it has been dumbed down. Constrasting, one of the criticisms of the new rust monster was, it, has been made harder to use. Apparently, there are two ways in which the game is going, then? I don't think so. Monsters with odd abilities, with social competence, and with many abilities, have always been part of the game, and will continue to be. But there is also a place for monsters with straightforward abilities, perhaps even a bigger one. Not all DMs are experienced rat bastards capable of weaving plots and encounters from their fingertips. That takes experience. Monsters that gradually become more complex provide nice learning opportunities for those fledgling DMs. [/QUOTE]
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