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Why have dissociated mechanics returned?
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<blockquote data-quote="Cybit" data-source="post: 6008016" data-attributes="member: 66111"><p>So as someone who spent a lot of time (2+ hours) talking to the developers at PAX Prime (I was enforcing many of the rooms they were in, and went to all 5 panels, including the two dungeon panels that basically no one knew about)...I can definitively state the following</p><p></p><p>1) This version of the game will easily be the most narrative / flavor heavy of the game. <strong>Classes</strong> aren't being created unless they have a specific spot in the narrative and flavor. Every time a question was asked, the narrative / flavor element was the first thing discussed, it was talked about 90% of the time, and then they talked about the mechanics. </p><p></p><p>2) The playtest is brief on descriptions in some places because, well, it's either "describe out a certain part" or "add extra class we want playtested". I have no fear that a final release of the game will have maybe even too much flavor.</p><p></p><p>3) As for dissociated mechanics, they're deliberately trying to avoid that. Mike even talked about the CAGI problem (Come and Get It, one of the more dissociative powers in 4E), and how they are going out of their way to avoid it. </p><p></p><p>As an aside; these boards have terrible speculation and info going across it as a whole. There are a ton of assumptions being thrown around, and frankly, most of this crap is wrong. I'm going to try to type up a summary of what was said at Prime later tonight / this week.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6008016, member: 66111"] So as someone who spent a lot of time (2+ hours) talking to the developers at PAX Prime (I was enforcing many of the rooms they were in, and went to all 5 panels, including the two dungeon panels that basically no one knew about)...I can definitively state the following 1) This version of the game will easily be the most narrative / flavor heavy of the game. [B]Classes[/B] aren't being created unless they have a specific spot in the narrative and flavor. Every time a question was asked, the narrative / flavor element was the first thing discussed, it was talked about 90% of the time, and then they talked about the mechanics. 2) The playtest is brief on descriptions in some places because, well, it's either "describe out a certain part" or "add extra class we want playtested". I have no fear that a final release of the game will have maybe even too much flavor. 3) As for dissociated mechanics, they're deliberately trying to avoid that. Mike even talked about the CAGI problem (Come and Get It, one of the more dissociative powers in 4E), and how they are going out of their way to avoid it. As an aside; these boards have terrible speculation and info going across it as a whole. There are a ton of assumptions being thrown around, and frankly, most of this crap is wrong. I'm going to try to type up a summary of what was said at Prime later tonight / this week. [/QUOTE]
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Why have dissociated mechanics returned?
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