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Why is tradition (in D&D) important to you? [+]
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<blockquote data-quote="billd91" data-source="post: 8458770" data-attributes="member: 3400"><p>Good ol' unintended consequences. I'm sure the 3e designers thought they were doing a better job of balancing casters/non-casters in 3e with their changes. Everyone's saves increase at the same time, everyone advances at the same time, they created other structures like feats and probably estimated they (particularly a fighter's bonus feats) were more valuable than long term practice revealed, etc. And they got rid of things that annoyed players like haste aging a year, % chances to learn spells, max # of spells and that many had already stopped using (shades of the current debate over things like fixed ASIs). And, honestly, most of those changes probably didn't shift the needle much on class balance.</p><p>But then they also created other rule structure changes that didn't interact so well and really ripped the lid off caster imbalance - magic item creation/economy, particularly scrolls and wands. </p><p></p><p></p><p>I don't have a problem with viewing 4e's mechanical changes as largely being about change for a specific goal and not <strong>just</strong> change for change's sake - you make a decision and that may imply other changes to support it. But the more a design group talks about traditions/sacred cows being up for destruction, the more it starts to look like change for change's sake to observers. Moreover, when you look at setting and lore changes that 4e brought, you really do get into change for change's sake.</p></blockquote><p></p>
[QUOTE="billd91, post: 8458770, member: 3400"] Good ol' unintended consequences. I'm sure the 3e designers thought they were doing a better job of balancing casters/non-casters in 3e with their changes. Everyone's saves increase at the same time, everyone advances at the same time, they created other structures like feats and probably estimated they (particularly a fighter's bonus feats) were more valuable than long term practice revealed, etc. And they got rid of things that annoyed players like haste aging a year, % chances to learn spells, max # of spells and that many had already stopped using (shades of the current debate over things like fixed ASIs). And, honestly, most of those changes probably didn't shift the needle much on class balance. But then they also created other rule structure changes that didn't interact so well and really ripped the lid off caster imbalance - magic item creation/economy, particularly scrolls and wands. I don't have a problem with viewing 4e's mechanical changes as largely being about change for a specific goal and not [B]just[/B] change for change's sake - you make a decision and that may imply other changes to support it. But the more a design group talks about traditions/sacred cows being up for destruction, the more it starts to look like change for change's sake to observers. Moreover, when you look at setting and lore changes that 4e brought, you really do get into change for change's sake. [/QUOTE]
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