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<blockquote data-quote="Crazy Jerome" data-source="post: 5695190" data-attributes="member: 54877"><p>I am in no way against the curtailing of feats and bonuses. I think I've mentioned that a time or two over the last couple of years. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Problem: You've just eliminated a major source of bloat, and that page content has to be replaced with something.</p><p> </p><p>Scaling by level just to be scaling is rather lame. Problem: Players generally want to feel as if leveling leads to "bigger numbers", and you'll have to find a way to accommodate that same feeling without the bigger numbers.</p><p> </p><p>What I'd like to see is proper use of exception-based design. The current usage of, "everything is an exception" is not exception-based design, and is particularly misplaced with some of the long lists of things that are aren't very different. See powers, for example. </p><p> </p><p>Real exception-based design would be welcome. With such design, if you have a power that is granted to every defender in some reasonably close form, you'd have it as a "defender" power, once. Then, critically, if you have a power that you really do want limited to paladins or charisma-based defenders or charisma-based characters or Classes Who Start with the Letter P (I made that last one up), you make it an exception and list it as such. </p><p> </p><p>The whole point of exception-based design is that you categorize things where convenient to keep the list small, but don't hesitate to make exceptions where warranted. So you don't consolidate <strong>everything</strong> down into parallel structures due to some fidelity to symmetry, but neither do you put <strong>everything</strong> into a list because 10% of it is truly different. Problem: See bloat problem in #1 above. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5695190, member: 54877"] I am in no way against the curtailing of feats and bonuses. I think I've mentioned that a time or two over the last couple of years. ;) Problem: You've just eliminated a major source of bloat, and that page content has to be replaced with something. Scaling by level just to be scaling is rather lame. Problem: Players generally want to feel as if leveling leads to "bigger numbers", and you'll have to find a way to accommodate that same feeling without the bigger numbers. What I'd like to see is proper use of exception-based design. The current usage of, "everything is an exception" is not exception-based design, and is particularly misplaced with some of the long lists of things that are aren't very different. See powers, for example. Real exception-based design would be welcome. With such design, if you have a power that is granted to every defender in some reasonably close form, you'd have it as a "defender" power, once. Then, critically, if you have a power that you really do want limited to paladins or charisma-based defenders or charisma-based characters or Classes Who Start with the Letter P (I made that last one up), you make it an exception and list it as such. The whole point of exception-based design is that you categorize things where convenient to keep the list small, but don't hesitate to make exceptions where warranted. So you don't consolidate [B]everything[/B] down into parallel structures due to some fidelity to symmetry, but neither do you put [B]everything[/B] into a list because 10% of it is truly different. Problem: See bloat problem in #1 above. ;) [/QUOTE]
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