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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Revisits Psionics
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<blockquote data-quote="Dausuul" data-source="post: 7965822" data-attributes="member: 58197"><p>The flip side of WotC not paying a lot of attention to forum discussions is that we can't blame forum angst for WotC not delivering something.</p><p></p><p>I think the delay in psionics is partly because WotC has limited staff for D&D (they cut way, way back during the 4E era) and most of those staff are working on "bread and butter" products like adventure paths; and partly because figuring out how to do psionics right is a legitimately hard problem.</p><p></p><p>I mean, look at the history of psionics in D&D. 1E psionics was a crazy tacked-on subsystem whose power ranged from trivial to monstrous depending on the roll of the dice... which is to say, just like everything else in 1E. 2E managed a little more clarity, but there were still severe balance problems and the system required an entire book dedicated to psionics alone. 3E and 4E psionics were little more than a new coat of paint on existing systems (spells in 3E, AEDU in 4E). None of it is up to the standard I would want to see for 5E.</p><p></p><p>I'm impatient for them to figure out psionics so we can have 5E Dark Sun, but in the end I would rather they take the time to get it right. As a software developer, the pattern looks pretty familiar to me: Build a rough prototype to test your design, and expect to throw out the prototype and start over from scratch--at least once, maybe multiple times, before you figure out the architecture that will do what you need. The worst thing you can do is cling to your first prototype and try too hard to make it work.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7965822, member: 58197"] The flip side of WotC not paying a lot of attention to forum discussions is that we can't blame forum angst for WotC not delivering something. I think the delay in psionics is partly because WotC has limited staff for D&D (they cut way, way back during the 4E era) and most of those staff are working on "bread and butter" products like adventure paths; and partly because figuring out how to do psionics right is a legitimately hard problem. I mean, look at the history of psionics in D&D. 1E psionics was a crazy tacked-on subsystem whose power ranged from trivial to monstrous depending on the roll of the dice... which is to say, just like everything else in 1E. 2E managed a little more clarity, but there were still severe balance problems and the system required an entire book dedicated to psionics alone. 3E and 4E psionics were little more than a new coat of paint on existing systems (spells in 3E, AEDU in 4E). None of it is up to the standard I would want to see for 5E. I'm impatient for them to figure out psionics so we can have 5E Dark Sun, but in the end I would rather they take the time to get it right. As a software developer, the pattern looks pretty familiar to me: Build a rough prototype to test your design, and expect to throw out the prototype and start over from scratch--at least once, maybe multiple times, before you figure out the architecture that will do what you need. The worst thing you can do is cling to your first prototype and try too hard to make it work. [/QUOTE]
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