WayneLigon
Adventurer
Some interesting stuff today, particularly when I remember past criticisms of the developers.
Historical Perspective on D&D 3.0, Part II
In other words, yes, the developers listen to us. Sometimes we're dead wrong, but they still do what we suggest.
Reverse Engineering & Campaign Starting
So, to the people that have complained about some of the stat blocks: it comes down to flaws in the system. I am very heartened by the second bolded peice.
Recent Reading
OK, nothing on D&D there but I like that Henisoo is reading basically the same list I am right now
Historical Perspective on D&D 3.0, Part II
Multiclassing restrictions for monks and paladins. Fairly late in the 3.0 process, there was a push to get rid of them and let monks and pallies multiclass however they like. The playtesters told us with some certainty: "Don't you dare." So the multiclass restrictions remain.
And they're a mistake. ... With the benefit of hindsight, I wish we'd stood our ground--and I tend to hold playtester feedback in high regard, so that's a weird attitude for me to take.
In other words, yes, the developers listen to us. Sometimes we're dead wrong, but they still do what we suggest.
Reverse Engineering & Campaign Starting
Given a stat block, such as for a male malenti (sahuagin) of legend cleric 7 or a female half-fiendish twelve-headed elite pyrohydra, one must take what is given and compare it with the original creature, figuring out how to get from point A to point B. Unfortunately, between point A and point B is a whole lot of math and deconstruction that requires consideration of not only the respective stat blocks, but also all of the peripheral “Gotcha” rules. Such rules are usually modifiers (often related to size class and the like) that are almost invariably forgotten or miscalculated. As we come to the end of 3rd edition, the sheer number of Gotchas out there is daunting. The math and science are so finite that often repairing stat blocks becomes not a case of creating a flawless, pristine creature, but rather, a creature with a minimal amount of mistakes. I’d like to think I catch everything, but I won’t delude myself. When you’re dealing with a combination of advancement, templates, class levels, and monstrous races in a limited amount of time, some mistakes are bound to slip by (which is part of the reason I also work on errata!)
And that’s why 4E represents a change in creature-making philosophy. The construction of monsters still appears to be a science, but it is no longer an exact science. Allowing ourselves and DMs the wiggle room to adapt and change monster stat blocks as they see fit lifts the inane attention to detail required to create and edit creatures, allowing the focus to fall on aspects of creation that are more fun (and ultimately important), such as overall mechanics, gameplay, powers and story.
So, to the people that have complained about some of the stat blocks: it comes down to flaws in the system. I am very heartened by the second bolded peice.
Recent Reading
OK, nothing on D&D there but I like that Henisoo is reading basically the same list I am right now
