Zoatebix
Working on it
It's at the top of my list right now, too.Dr. Awkward said:I'm really starting to think that, at least until next May, this [Star Wars Saga] is now required reading.
It's at the top of my list right now, too.Dr. Awkward said:I'm really starting to think that, at least until next May, this [Star Wars Saga] is now required reading.
Complex? Don't you mean 'buggy'?Dr. Awkward said:We like putting together clever synergies, figuring out excellent combos, and generally knowing a spell, feat, or class ability that will excel in every possible situation. Complex, for us, is good.
Well, I'm usually the DM, so I'm fairly positive about that. I like it when players come up with clever ways to defeat their enemies. I like coming up with clever ways to defeat my players. I crib from their ideas, and they crib from mine.Mallus said:Complex? Don't you mean 'buggy'?
And how do you feel about those excellent combos when your DM steals them and uses them against your PC's in subsequent encounters?
EricNoah said:I like a game that has fiddly bits for the players, who only have to control one dude, and yet comes out of the gate streamlined on the DM side (with possible option to add fiddly bits). Possibly implies that PCs and NPCs/Monsters play by different rules -- but hey, I've always played that way.
Mike Mearls said:Design game elements for their intended use. Secondary uses are nice, but not a goal. Basically, when we build a monster we intend you to use it as a monster. If we build a feat, it's meant as a feat, not a monster special attack. If we also want to make it a playable character race, we'll design a separate racial write up for it. We won't try to shoehorn a monster stat block into becoming a PC stat block. The designs must inform each other, but we're better off building two separate game elements rather than one that tries to multiclass.
So I do. I just like it less when the defeat comes at the hands of exploiting an a bug in the rules. And not because it's 'unfair', but because it tends to reduce tactics to combing the rules for exploitable loopholes, rather that putting the focus on the in-game situation at hand.Dr. Awkward said:I like it when players come up with clever ways to defeat their enemies.
Again, me too. But isn't it a little too easy as DM? We're supposed to be markedly less efficient at killing PC's than PC's are at killing monsters, so as to foster long-term campaign oriented play.I like coming up with clever ways to defeat my players.
Sure, sometimes.It's a tactical combat game.
It's not about being upset. It's about trying to provide the optimal level of challenge to keep the game interesting. Things like players taking advantage of the unforseen emmergent quallities of the (now enormously bloated) rule set --ie, the programming bugs-- only make that task harder.Why should I be upset that both sides have access to the same strategies?
Shortman McLeod said:"Fast, easy, and complex" seems like a contradiction to me. But what I'm hoping for in 4e (I refuse to type "4.0", since that implies an inevitable 4.5) is a game that scales more smoothly. So there will be various levels of complexity, rather than painfully simple (D&D Basic Game) and horrifically complex (D&D 3.5 core).
EricNoah said:I like a game that has fiddly bits for the players, who only have to control one dude, and yet comes out of the gate streamlined on the DM side (with possible option to add fiddly bits). Possibly implies that PCs and NPCs/Monsters play by different rules -- but hey, I've always played that way.