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Why is it a bad thing to optimise?
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<blockquote data-quote="Janx" data-source="post: 5649092" data-attributes="member: 8835"><p>If play testing ran through the QA process that hardware/software goes through in a big company, they'd have made huge matrices to list out all the build combinations, and testets would be working through those combinations (or at least random points).</p><p></p><p>They also probably would have been automated. it is pretty simple to say that a 1st level PC should be able to do 1d8+6 damage, and then have the computer build all the classes in the CharBuilder and flag out which combinations yield higher values as possible problems.</p><p></p><p>I'm using damage as an example, but generally, that's what gets attention as imbalance is To-Hit#s and damage output greater than the standard expectation.</p></blockquote><p></p>
[QUOTE="Janx, post: 5649092, member: 8835"] If play testing ran through the QA process that hardware/software goes through in a big company, they'd have made huge matrices to list out all the build combinations, and testets would be working through those combinations (or at least random points). They also probably would have been automated. it is pretty simple to say that a 1st level PC should be able to do 1d8+6 damage, and then have the computer build all the classes in the CharBuilder and flag out which combinations yield higher values as possible problems. I'm using damage as an example, but generally, that's what gets attention as imbalance is To-Hit#s and damage output greater than the standard expectation. [/QUOTE]
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Why is it a bad thing to optimise?
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