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General Tabletop Discussion
*Dungeons & Dragons
You Cant Fix The Class Imbalances IMHO
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<blockquote data-quote="EzekielRaiden" data-source="post: 9171491" data-attributes="member: 6790260"><p>Indeed. Moreover, something can be "popular" while also being "unpopular," because people use these terms in squishy, inconsistent ways.</p><p></p><p>If something is played frequently, it is called popular. But if something has low player satisfaction, that pretty clearly would seem to be **<em>un***popular. Yet there are things in 5e that are, demonstrably, both widely-played *and</em> suffering abysmal player satisfaction. They are "popular" by one metric and "unpopular" by another.</p><p></p><p>Hence why I say the amount of people playing something is the lesser half of the story. It's also a perfect example of <em>surrogation.</em> The quantity or rate of people playing something is an indirect measure of whether that thing is good or successful at its intended purpose. Yet for years and years folks have ised it as though it were a <em>direct</em> measure: clearly, there's no way players would frequently play things they don't really like! But the satisfaction survey data, which actually <em>does</em> directly measure how folks feel about these things, paints a very different story, one of shockingly low player satisfaction <em>despite continuing to play these things.</em> All of which is excellent evidence for the claim I've made for years, that players care a great deal about concept and presentation, but they do in fact also care about effectiveness.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9171491, member: 6790260"] Indeed. Moreover, something can be "popular" while also being "unpopular," because people use these terms in squishy, inconsistent ways. If something is played frequently, it is called popular. But if something has low player satisfaction, that pretty clearly would seem to be **[I]un***popular. Yet there are things in 5e that are, demonstrably, both widely-played *and[/I] suffering abysmal player satisfaction. They are "popular" by one metric and "unpopular" by another. Hence why I say the amount of people playing something is the lesser half of the story. It's also a perfect example of [I]surrogation.[/I] The quantity or rate of people playing something is an indirect measure of whether that thing is good or successful at its intended purpose. Yet for years and years folks have ised it as though it were a [I]direct[/I] measure: clearly, there's no way players would frequently play things they don't really like! But the satisfaction survey data, which actually [I]does[/I] directly measure how folks feel about these things, paints a very different story, one of shockingly low player satisfaction [I]despite continuing to play these things.[/I] All of which is excellent evidence for the claim I've made for years, that players care a great deal about concept and presentation, but they do in fact also care about effectiveness. [/QUOTE]
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You Cant Fix The Class Imbalances IMHO
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