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<blockquote data-quote="Argyle King" data-source="post: 5887569" data-attributes="member: 58416"><p>To some extent I would agree. There are more than a few D&D 4E books I have which are quite simply just missing content. I can tell it is missing because one page will say to reference a certain page to find out how something works, so then I turn the page only to find that the content is not there. In some cases it was a simple typo, and the wrong page was given. In others, the material was nowhere to be found in the book. </p><p></p><p>I'm not sure if I feel it's a problem born of modern times. I think in the case of certain companies it may well be. However, I also own a "Heros Unlimited" book which completely lacks an index. While I suppose an index is not necessarily required in a rpg book, I sure miss having one when it comes time to look something up. </p><p></p><p>On the other end of the spectrum, I personally feel that the majority of the GURPS 4th Edition books I've purchased since playing the game are well made and put together very well. They are not always perfect; Low-Tech had an issue in which you could not see what the note was for a double shield (which I believe says you can use the shield with hook techniques,) but my overall opinion is that the books (and pdfs too) are put together very well.</p><p></p><p>If we're speaking rules, I'll again have to go back to my Heroes Unlimited book. While I've had a lot of fun with the game, I'm still not entirely sure how some of the rules are intended to work. I'm not even saying that they are bad rules; I just have a hard time picking up on what the designer's intent was behind some of them. </p><p></p><p>Pre-errata D&D 4E orb wizards had some fairly obvious problems which came to light during the first few sessions I played the game. With saves being based on a flat d20 roll without modifiers, giving someone an ability to stack penalties (yes, you can get bonuses, but they are often typed and don't stack) on someone's save becomes game breaking. It's been modified to work differently since then, but I often asked myself if I felt the class had been tested a lot prior to the release of the game. A lot of the game is very well made, but the parts which aren't were often pretty obvious early on.</p><p></p><p>I'm undecided on if I feel it's a sign of the times or if product quality simply varies among companies. In my head, I lean toward the idea that some companies have pushed things out the door they wouldn't have before because they know people will buy pretty much whatever they stamp their name on, but I caution myself against making a blanket statement about. I'm unsure if the idea I have is right or if it's simply my perception.</p><p></p><p>To end on a high note, I recently started playing Pathfinder, and I feel the Beginner's Box was pretty good. Most of the adventures seem to be well written as well. A few of 3.5's problems still lurk around the corner, but that's to be somewhat expected from a game which is so heavily based on it.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5887569, member: 58416"] To some extent I would agree. There are more than a few D&D 4E books I have which are quite simply just missing content. I can tell it is missing because one page will say to reference a certain page to find out how something works, so then I turn the page only to find that the content is not there. In some cases it was a simple typo, and the wrong page was given. In others, the material was nowhere to be found in the book. I'm not sure if I feel it's a problem born of modern times. I think in the case of certain companies it may well be. However, I also own a "Heros Unlimited" book which completely lacks an index. While I suppose an index is not necessarily required in a rpg book, I sure miss having one when it comes time to look something up. On the other end of the spectrum, I personally feel that the majority of the GURPS 4th Edition books I've purchased since playing the game are well made and put together very well. They are not always perfect; Low-Tech had an issue in which you could not see what the note was for a double shield (which I believe says you can use the shield with hook techniques,) but my overall opinion is that the books (and pdfs too) are put together very well. If we're speaking rules, I'll again have to go back to my Heroes Unlimited book. While I've had a lot of fun with the game, I'm still not entirely sure how some of the rules are intended to work. I'm not even saying that they are bad rules; I just have a hard time picking up on what the designer's intent was behind some of them. Pre-errata D&D 4E orb wizards had some fairly obvious problems which came to light during the first few sessions I played the game. With saves being based on a flat d20 roll without modifiers, giving someone an ability to stack penalties (yes, you can get bonuses, but they are often typed and don't stack) on someone's save becomes game breaking. It's been modified to work differently since then, but I often asked myself if I felt the class had been tested a lot prior to the release of the game. A lot of the game is very well made, but the parts which aren't were often pretty obvious early on. I'm undecided on if I feel it's a sign of the times or if product quality simply varies among companies. In my head, I lean toward the idea that some companies have pushed things out the door they wouldn't have before because they know people will buy pretty much whatever they stamp their name on, but I caution myself against making a blanket statement about. I'm unsure if the idea I have is right or if it's simply my perception. To end on a high note, I recently started playing Pathfinder, and I feel the Beginner's Box was pretty good. Most of the adventures seem to be well written as well. A few of 3.5's problems still lurk around the corner, but that's to be somewhat expected from a game which is so heavily based on it. [/QUOTE]
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