Josh_Kablack wrote:
Putting everyone on the same power schedule was a good idea.
Limiting healing by target rather than caster was a good idea. (implementation was poor)
Increasing the death threshold was a good idea.
Paying attention to the RNG was a good idea (implementation lacking in skills and NADS among other areas)
Definitely.
Doing away with Skill Ranks in favor of Skill Tags was a good idea.
Standardizing damage codes and multipliers was a good idea.
Creating monster classes based on combat role rather than morphology was a good idea.
Switching to a chance based duration system rather than tracking large numbers of individual rounds was a good idea.
Redefining the standard encounter to be against enemies instead of curbstomping one dude was a good idea.
Replacing Prestige Classes with mandatory prestige class check points at tier hops was a good idea.
Now don't get me wrong: I don't think the implementation of any of those was perfect. In many cases the designers embraced shitty ideas that ultimately undid much or all of the benefits - such as how the really clunky Save system ends up making the Duration system suck - even though the basic change is one I totally support. Or how the embracement of the "forever class" ends up making Paragon Classes and Epic Destinies feel shitty. But I think those ideas are solid. And if you had had designers who weren't as
incredibly lazy as Slavicsek, Noonan, Collins, and Merles, I think you could have really moved into a very positive place with the new edition.
The problem really is their profound lack of desire to do math or test. Coupled with their constant decisions to say "Aw, fuck it" and throw in a placeholder mechanic to be "patched later." Because let's face it: later never comes. There's supposed to be a Necromancer
next spring - even though the game likely will be canceled by then.
-Username17