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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="Lanefan" data-source="post: 9612420" data-attributes="member: 29398"><p>Which is merely the flip side of the current state, where anyone who wants a harder game has to do the work of adding the difficulty in. And...</p><p></p><p>...from very long experience as a kitbasher I can tell you this is almost without exception dead wrong.</p><p></p><p>Idiocies like ear seekers aside, from a pure white-room design prespective there's little if any difference in design-level difficulty between making the game easier and making it harder.*</p><p></p><p>At the table, however, a vast degree-of-difficulty difference emerges: it's usually light-years harder to get players to accept increased difficulty in the game than to have them accept it becoming easier. Hence my take that having it default to hard to begin with is the way to go, with options provided to make it easier: the players will be far more open to the changes you want to make, thus greatly reducing at-table and-or pre-campaign arguments.</p><p></p><p>* - not to be confused with making the game more or less complex. Adding complexity to things is easier than removing it IME, but the more-less complexity axis is not the same as the easier-harder axis.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9612420, member: 29398"] Which is merely the flip side of the current state, where anyone who wants a harder game has to do the work of adding the difficulty in. And... ...from very long experience as a kitbasher I can tell you this is almost without exception dead wrong. Idiocies like ear seekers aside, from a pure white-room design prespective there's little if any difference in design-level difficulty between making the game easier and making it harder.* At the table, however, a vast degree-of-difficulty difference emerges: it's usually light-years harder to get players to accept increased difficulty in the game than to have them accept it becoming easier. Hence my take that having it default to hard to begin with is the way to go, with options provided to make it easier: the players will be far more open to the changes you want to make, thus greatly reducing at-table and-or pre-campaign arguments. * - not to be confused with making the game more or less complex. Adding complexity to things is easier than removing it IME, but the more-less complexity axis is not the same as the easier-harder axis. [/QUOTE]
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What Is D&D Generally Bad At That You Wish It Was Better At?
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