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When did We Stop Trusting Game Designers?
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<blockquote data-quote="justanobody" data-source="post: 4592592" data-attributes="member: 70778"><p>@Moridin:</p><p></p><p>Well armor class did come form hull ratings that the lower the rating the better, but now it doesn't follow that yet still the class of armor is its damage ratings and has nothing to do with a character class.</p><p></p><p>What type of armor is it? Chain.</p><p>What class of armor is it? +4 material added to natural protection, or +4 magical added to natural protection, etc.</p><p></p><p>Some work better than others, but just all of 4th seems to have tried to use fewer similar words to make it less wordy, and this can be a problem.</p><p></p><p>It would be like just calling all swords swords, but some do different damage. This is where slight variation in terms by the use of adjectives comes in handy, and in regards to the things like controller, just picking a more fitting word or even phrase.</p><p></p><p>I guess calling it a "mass effect specialist" was a bit too wordy for the combat position.</p><p></p><p>I am glad that you, Rodney Thompson, braved to enter such a thread and specifically responded to one of my, as a severe critic of 4th design philosophy, posts.</p><p></p><p>It is just that it seems much of the wording tries to be concise but is ambiguous in where it crosses the line of in game and out of game like bloodied as shown above. Would the DM be telling the players the creature is at a certain hit point percentage, or just what the creature appears to look like?</p><p></p><p>I stand by the fact that looking at the language used should be a key way to resolving many issues in all editions of D&D. Maybe it is why I am so for the ability to "redefine" some terms with the GSL, because I don't think the proper terms are used.</p><p></p><p>I am sure Mike, Dave, Rich, yourself, et all have dictionaries, and collegiate vocabularies, but was frustrated at trying to say something so light that the context would not be taken serious without the exaggerated example that you quoted.</p><p></p><p>The language used is one of the reasons some see the game "dumbed down" in parts.</p><p></p><p>So when you designer something make sure that what looks, walks, and quacks like one, is called a duck from the normal usage, rather than making it some new keyword that will confuse casual talk with technical speak within the game, again aka "bloodied" as one of the better recent examples.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4592592, member: 70778"] @Moridin: Well armor class did come form hull ratings that the lower the rating the better, but now it doesn't follow that yet still the class of armor is its damage ratings and has nothing to do with a character class. What type of armor is it? Chain. What class of armor is it? +4 material added to natural protection, or +4 magical added to natural protection, etc. Some work better than others, but just all of 4th seems to have tried to use fewer similar words to make it less wordy, and this can be a problem. It would be like just calling all swords swords, but some do different damage. This is where slight variation in terms by the use of adjectives comes in handy, and in regards to the things like controller, just picking a more fitting word or even phrase. I guess calling it a "mass effect specialist" was a bit too wordy for the combat position. I am glad that you, Rodney Thompson, braved to enter such a thread and specifically responded to one of my, as a severe critic of 4th design philosophy, posts. It is just that it seems much of the wording tries to be concise but is ambiguous in where it crosses the line of in game and out of game like bloodied as shown above. Would the DM be telling the players the creature is at a certain hit point percentage, or just what the creature appears to look like? I stand by the fact that looking at the language used should be a key way to resolving many issues in all editions of D&D. Maybe it is why I am so for the ability to "redefine" some terms with the GSL, because I don't think the proper terms are used. I am sure Mike, Dave, Rich, yourself, et all have dictionaries, and collegiate vocabularies, but was frustrated at trying to say something so light that the context would not be taken serious without the exaggerated example that you quoted. The language used is one of the reasons some see the game "dumbed down" in parts. So when you designer something make sure that what looks, walks, and quacks like one, is called a duck from the normal usage, rather than making it some new keyword that will confuse casual talk with technical speak within the game, again aka "bloodied" as one of the better recent examples. [/QUOTE]
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