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	<title>Comments for Lizard&#039;s Gaming and Geekery Site</title>
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	<link>http://mrlizard.com</link>
	<description>Old School Attitude... Modern Rules</description>
	<lastBuildDate>Thu, 17 May 2012 20:48:19 +0000</lastBuildDate>
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		<title>Comment on Why Haven&#8217;t They Fixed This Bug? by Seku</title>
		<link>http://mrlizard.com/rants/why-havent-they-fixed-this-bug/#comment-611</link>
		<dc:creator>Seku</dc:creator>
		<pubDate>Thu, 17 May 2012 20:48:19 +0000</pubDate>
		<guid isPermaLink="false">#comment-611</guid>
		<description>I&#039;ve not laughed this hard in quite some time.    The hint about Fungible made me have to leave the computer and come back later to finish reading the comments.

Thank you for the laughs.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve not laughed this hard in quite some time.    The hint about Fungible made me have to leave the computer and come back later to finish reading the comments.</p>
<p>Thank you for the laughs.</p>
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		<title>Comment on Beginning: Comments On 5E by Christopher Peter</title>
		<link>http://mrlizard.com/rants/beginning-comments-on-5e/#comment-609</link>
		<dc:creator>Christopher Peter</dc:creator>
		<pubDate>Sat, 12 May 2012 18:57:20 +0000</pubDate>
		<guid isPermaLink="false">http://mrlizard.com/?p=1080#comment-609</guid>
		<description>Just found this blog and I have to say that I am sympathetic to just about everything I&#039;ve read so thanks for that.

Re: this post and your wish list at the end of it: haven&#039;t you just described 4e? I&#039;m not trying to be snarky, and I&#039;m an unabashed 4e fan, but really: if that&#039;s what you want, it seems you already have that.  (And that&#039;s why I&#039;m not interested at all in 5e).</description>
		<content:encoded><![CDATA[<p>Just found this blog and I have to say that I am sympathetic to just about everything I&#8217;ve read so thanks for that.</p>
<p>Re: this post and your wish list at the end of it: haven&#8217;t you just described 4e? I&#8217;m not trying to be snarky, and I&#8217;m an unabashed 4e fan, but really: if that&#8217;s what you want, it seems you already have that.  (And that&#8217;s why I&#8217;m not interested at all in 5e).</p>
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		<title>Comment on Why Haven&#8217;t They Fixed This Bug? by Balrizangor</title>
		<link>http://mrlizard.com/rants/why-havent-they-fixed-this-bug/#comment-604</link>
		<dc:creator>Balrizangor</dc:creator>
		<pubDate>Thu, 10 May 2012 15:19:05 +0000</pubDate>
		<guid isPermaLink="false">#comment-604</guid>
		<description>I just wanted to say, this was a great read (and yes, I am guilty of linking this in my sig on multiple gaming forums I post on).

I also wanted to say, from reading the various angry responses to this article that, if you feel that this article is a personal attack on you or if you are offended by Lizard calling people (or, more importantly, you) a crybaby idiot or moron, then yes, this article is about YOU.  Those of us that have never done any of the things Lizard wrote about in this article will, strangely enough, not feel as if this article is a personal attack on us.

Also, just as a plug since I have seen Lizard have to post multiple times in responses (sometimes it is multiple times to the same poster, which is sad), this article is not about SWTOR (check the release date =P) and can pretty much be applied to almost any gaming forums whining posts.

Thanks for the great article Lizard.</description>
		<content:encoded><![CDATA[<p>I just wanted to say, this was a great read (and yes, I am guilty of linking this in my sig on multiple gaming forums I post on).</p>
<p>I also wanted to say, from reading the various angry responses to this article that, if you feel that this article is a personal attack on you or if you are offended by Lizard calling people (or, more importantly, you) a crybaby idiot or moron, then yes, this article is about YOU.  Those of us that have never done any of the things Lizard wrote about in this article will, strangely enough, not feel as if this article is a personal attack on us.</p>
<p>Also, just as a plug since I have seen Lizard have to post multiple times in responses (sometimes it is multiple times to the same poster, which is sad), this article is not about SWTOR (check the release date =P) and can pretty much be applied to almost any gaming forums whining posts.</p>
<p>Thanks for the great article Lizard.</p>
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		<title>Comment on Why Haven&#8217;t They Fixed This Bug? by Fhrosty</title>
		<link>http://mrlizard.com/rants/why-havent-they-fixed-this-bug/#comment-581</link>
		<dc:creator>Fhrosty</dc:creator>
		<pubDate>Thu, 19 Apr 2012 20:16:27 +0000</pubDate>
		<guid isPermaLink="false">#comment-581</guid>
		<description>Brilliant read.  I hope to cross paths with you in a game some time. :-)</description>
		<content:encoded><![CDATA[<p>Brilliant read.  I hope to cross paths with you in a game some time. <img src='http://mrlizard.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on Why Haven&#8217;t They Fixed This Bug? by Lizard</title>
		<link>http://mrlizard.com/rants/why-havent-they-fixed-this-bug/#comment-580</link>
		<dc:creator>Lizard</dc:creator>
		<pubDate>Thu, 19 Apr 2012 15:28:02 +0000</pubDate>
		<guid isPermaLink="false">#comment-580</guid>
		<description>It&#039;s obvious from many of the posts that not only did they not read my rebuttal, most of them never even read the article. It&#039;s not just the Internet... it&#039;s life in general these days. People write rants based on a headline, or something they think they heard someone say that someone else said, and the more effort you expend trying to show them that their response is invalid because it doesn&#039;t actually deal with what was really said, the harder they dig in their heels and refuse to listen. It&#039;s as if, having been caught in one stupid mistake, they are incapable of backing off, and so keep compounding their error -- and they get angry at other people for trying to help them (by showing them the truth), instead of at themselves for not doing the research in the first place.</description>
		<content:encoded><![CDATA[<p>It&#8217;s obvious from many of the posts that not only did they not read my rebuttal, most of them never even read the article. It&#8217;s not just the Internet&#8230; it&#8217;s life in general these days. People write rants based on a headline, or something they think they heard someone say that someone else said, and the more effort you expend trying to show them that their response is invalid because it doesn&#8217;t actually deal with what was really said, the harder they dig in their heels and refuse to listen. It&#8217;s as if, having been caught in one stupid mistake, they are incapable of backing off, and so keep compounding their error &#8212; and they get angry at other people for trying to help them (by showing them the truth), instead of at themselves for not doing the research in the first place.</p>
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		<title>Comment on Why Haven&#8217;t They Fixed This Bug? by Oddball_E8</title>
		<link>http://mrlizard.com/rants/why-havent-they-fixed-this-bug/#comment-579</link>
		<dc:creator>Oddball_E8</dc:creator>
		<pubDate>Thu, 19 Apr 2012 15:18:14 +0000</pubDate>
		<guid isPermaLink="false">#comment-579</guid>
		<description>I love how most who come here to criticise you only post once and never reply to your rebuttal.

Its the new way of winning arguments on the internetz. Post once and never post again, because if you dont read the reply, you won the argument :P

Other than that, great article. I dont understand how so many people cant seem to wrap their heads around this. Must be some sort of self entitlement of the gaming generation thats crept up the last 10 years or so. Most older people i know that have been playing since the start (and im talking Philips G7000 era gaming) have a whole different take on things. We know that it takes time to fix things, we know that games will never be released bug-free, and we also appreciate when developers take the effort to fix games as fast as possible.</description>
		<content:encoded><![CDATA[<p>I love how most who come here to criticise you only post once and never reply to your rebuttal.</p>
<p>Its the new way of winning arguments on the internetz. Post once and never post again, because if you dont read the reply, you won the argument <img src='http://mrlizard.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Other than that, great article. I dont understand how so many people cant seem to wrap their heads around this. Must be some sort of self entitlement of the gaming generation thats crept up the last 10 years or so. Most older people i know that have been playing since the start (and im talking Philips G7000 era gaming) have a whole different take on things. We know that it takes time to fix things, we know that games will never be released bug-free, and we also appreciate when developers take the effort to fix games as fast as possible.</p>
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		<title>Comment on Grids Again by Lizard</title>
		<link>http://mrlizard.com/rants/grids-again/#comment-578</link>
		<dc:creator>Lizard</dc:creator>
		<pubDate>Thu, 19 Apr 2012 13:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://mrlizard.com/?p=1087#comment-578</guid>
		<description>I don&#039;t think the designers will ever make a deliberately unbalanced system, in the sense of &quot;Screw you, Fighter! You suck! Ha ha!&quot;, but I think they&#039;ve recognized that balance is fuzzy and that trading a little imbalance for a lot of flavor is a good thing. Given that, I don&#039;t think that we&#039;ll ever see something in the rules like &quot;If you want fighters to suck, take out this ability, or let wizards do this.&quot;. I think what we will see is that all of the iterations of the classes (simple to complex, within each broad class) will have roughly identical strengths relative to each other within in each module. Or, in other words, Basic Fighter will remain in the same position, balance wise, relative to Basic Wizard as Advanced Fighter is to Advanced Wizard. 

Am I making any sense?

I also strongly agree you can &quot;degrid&quot; easier than you can &quot;grid&quot;; I suppose we could have stat blocks which contain basic stats, and attacks or powers which might be tagged as being useful only if you&#039;re using specific modules, or even varied levels of defined special abilities -- for example, you could have a very basic &quot;Trip&quot; attack (&quot;Target is knocked over, -2 to attack rolls and defenses, stand as a move action&quot;), with more details if you want to use those modules (&quot;Target is knocked prone, -2 to melee attack rolls and -4 to ranged attacks with  thrown weapons and bows other than crossbows, cannot use slings, standing consumes 10&#039; of total movement, -2 to AC and Reflex defense except vs. area or burst attacks.&quot;).</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think the designers will ever make a deliberately unbalanced system, in the sense of &#8220;Screw you, Fighter! You suck! Ha ha!&#8221;, but I think they&#8217;ve recognized that balance is fuzzy and that trading a little imbalance for a lot of flavor is a good thing. Given that, I don&#8217;t think that we&#8217;ll ever see something in the rules like &#8220;If you want fighters to suck, take out this ability, or let wizards do this.&#8221;. I think what we will see is that all of the iterations of the classes (simple to complex, within each broad class) will have roughly identical strengths relative to each other within in each module. Or, in other words, Basic Fighter will remain in the same position, balance wise, relative to Basic Wizard as Advanced Fighter is to Advanced Wizard. </p>
<p>Am I making any sense?</p>
<p>I also strongly agree you can &#8220;degrid&#8221; easier than you can &#8220;grid&#8221;; I suppose we could have stat blocks which contain basic stats, and attacks or powers which might be tagged as being useful only if you&#8217;re using specific modules, or even varied levels of defined special abilities &#8212; for example, you could have a very basic &#8220;Trip&#8221; attack (&#8220;Target is knocked over, -2 to attack rolls and defenses, stand as a move action&#8221;), with more details if you want to use those modules (&#8220;Target is knocked prone, -2 to melee attack rolls and -4 to ranged attacks with  thrown weapons and bows other than crossbows, cannot use slings, standing consumes 10&#8242; of total movement, -2 to AC and Reflex defense except vs. area or burst attacks.&#8221;).</p>
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		<title>Comment on Grids Again by Lizard</title>
		<link>http://mrlizard.com/rants/grids-again/#comment-577</link>
		<dc:creator>Lizard</dc:creator>
		<pubDate>Thu, 19 Apr 2012 13:45:38 +0000</pubDate>
		<guid isPermaLink="false">http://mrlizard.com/?p=1087#comment-577</guid>
		<description>I don&#039;t think Hasbro will kill the D&amp;D brand -- it&#039;s too valuable -- but they might gut RPG development. There&#039;s no way they can ignore the fact Paizo is the first company to compete with D&amp;D in its own space -- heroic fantasy -- and they&#039;re doing it with a rules system WOTC decided to abandon. 

The issue with monsters is just one of those things I never noticed consciously before. I think back on all the AD&amp;D 1e/2e games I played, and with a handful of occasional exceptions, our encounters were &quot;10 orcs&quot; or &quot;2 medusae&quot; or &quot;1 dragon&quot;. The most common variant would be &quot;10 orcs and a blackguard leading them&quot; or &quot;1 dragon and 2 ogre guards&quot;. As I said, there is a feedback effect. Spells had exact ranges, but (as someone on Critical Hits noted), the in-play reality tended to be more based on abstractions of &quot;near&quot;, &quot;far&quot;, &quot;really far&quot; rather than exact feet. The ranges for bows were such that, if you could see it, you could hit it. Until the grid became the default, and gridless became an option, few abilities relied on exact positioning, and those that did (like a thief&#039;s backstab) often generated disagreements, which led to people at least using markers on a chess board to keep track of things.

Obstacles on the battlefield become more important with a grid, not just for cover or LOS, but distance... if I have a move of 30 feet and I need to use 15 feet of it to dodge around a statue, it&#039;s important. This rarely happens in gridless combat because it&#039;s hard to be 100% sure that there isn&#039;t a straight-line path; as I note, the position of objects tends to be virtual/relative, and in anything but the simplest combats, it&#039;s hard to have a consistent mental map which definitively states you have to detour around a particular object and it will cost you exactly 10 feet of movement, or whatever. It&#039;s even more rare for the mental map to be detailed enough to note that Fred has to run around the statue, but Charlie doesn&#039;t; it tends to be an all or nothing thing, with the statue blocking everyone&#039;s path or no one&#039;s. (The flip side, of course, is that you can be more dynamic with your narrative when objects and distances are fuzzy, and this is the advantage to it for many players. There isn&#039;t a right answer.)</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think Hasbro will kill the D&#038;D brand &#8212; it&#8217;s too valuable &#8212; but they might gut RPG development. There&#8217;s no way they can ignore the fact Paizo is the first company to compete with D&#038;D in its own space &#8212; heroic fantasy &#8212; and they&#8217;re doing it with a rules system WOTC decided to abandon. </p>
<p>The issue with monsters is just one of those things I never noticed consciously before. I think back on all the AD&#038;D 1e/2e games I played, and with a handful of occasional exceptions, our encounters were &#8220;10 orcs&#8221; or &#8220;2 medusae&#8221; or &#8220;1 dragon&#8221;. The most common variant would be &#8220;10 orcs and a blackguard leading them&#8221; or &#8220;1 dragon and 2 ogre guards&#8221;. As I said, there is a feedback effect. Spells had exact ranges, but (as someone on Critical Hits noted), the in-play reality tended to be more based on abstractions of &#8220;near&#8221;, &#8220;far&#8221;, &#8220;really far&#8221; rather than exact feet. The ranges for bows were such that, if you could see it, you could hit it. Until the grid became the default, and gridless became an option, few abilities relied on exact positioning, and those that did (like a thief&#8217;s backstab) often generated disagreements, which led to people at least using markers on a chess board to keep track of things.</p>
<p>Obstacles on the battlefield become more important with a grid, not just for cover or LOS, but distance&#8230; if I have a move of 30 feet and I need to use 15 feet of it to dodge around a statue, it&#8217;s important. This rarely happens in gridless combat because it&#8217;s hard to be 100% sure that there isn&#8217;t a straight-line path; as I note, the position of objects tends to be virtual/relative, and in anything but the simplest combats, it&#8217;s hard to have a consistent mental map which definitively states you have to detour around a particular object and it will cost you exactly 10 feet of movement, or whatever. It&#8217;s even more rare for the mental map to be detailed enough to note that Fred has to run around the statue, but Charlie doesn&#8217;t; it tends to be an all or nothing thing, with the statue blocking everyone&#8217;s path or no one&#8217;s. (The flip side, of course, is that you can be more dynamic with your narrative when objects and distances are fuzzy, and this is the advantage to it for many players. There isn&#8217;t a right answer.)</p>
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		<title>Comment on Grids Again by Victor Von Dave</title>
		<link>http://mrlizard.com/rants/grids-again/#comment-576</link>
		<dc:creator>Victor Von Dave</dc:creator>
		<pubDate>Thu, 19 Apr 2012 08:17:59 +0000</pubDate>
		<guid isPermaLink="false">http://mrlizard.com/?p=1087#comment-576</guid>
		<description>Over at Critical Hits, there is a pretty good article about this same issue:
http://critical-hits.com/2012/04/13/the-easily-lost-explorers-guide-to-dungeon-crawling/
I thought the approach presented was pretty good... but I hadn&#039;t really considered the design problems you lay out here.  I am a miniatures and battlemat player, but you are right, if the game is designed for primarily theatre of the mind play, the monsters won&#039;t be up to snuff for interesting tactical encounters (10 of the same kind of orcs with uncomplicated attacks and combat effects become pretty boring pretty fast).  I still think that Critical Hits&#039; approach might work  - but by taking a middle ground it might not make the threshold of convincing the disparate groups of D&amp;D players from uniting.

Also - this might seem really strange, but am I the only one getting a kind of apocalyptic, make it or break it vibe from the way that Wizards&#039; is approaching this?  Like Hasbro gave them an ultimatum that if they don&#039;t bring all the D&amp;D players back with this edition that they&#039;ll kill the brand.  I don&#039;t know, maybe I&#039;ve just been watching too much 2012 stuff (and the Muppets)...</description>
		<content:encoded><![CDATA[<p>Over at Critical Hits, there is a pretty good article about this same issue:<br />
<a href="http://critical-hits.com/2012/04/13/the-easily-lost-explorers-guide-to-dungeon-crawling/" rel="nofollow">http://critical-hits.com/2012/04/13/the-easily-lost-explorers-guide-to-dungeon-crawling/</a><br />
I thought the approach presented was pretty good&#8230; but I hadn&#8217;t really considered the design problems you lay out here.  I am a miniatures and battlemat player, but you are right, if the game is designed for primarily theatre of the mind play, the monsters won&#8217;t be up to snuff for interesting tactical encounters (10 of the same kind of orcs with uncomplicated attacks and combat effects become pretty boring pretty fast).  I still think that Critical Hits&#8217; approach might work  &#8211; but by taking a middle ground it might not make the threshold of convincing the disparate groups of D&amp;D players from uniting.</p>
<p>Also &#8211; this might seem really strange, but am I the only one getting a kind of apocalyptic, make it or break it vibe from the way that Wizards&#8217; is approaching this?  Like Hasbro gave them an ultimatum that if they don&#8217;t bring all the D&amp;D players back with this edition that they&#8217;ll kill the brand.  I don&#8217;t know, maybe I&#8217;ve just been watching too much 2012 stuff (and the Muppets)&#8230;</p>
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		<title>Comment on Grids Again by Philo Pharynx</title>
		<link>http://mrlizard.com/rants/grids-again/#comment-575</link>
		<dc:creator>Philo Pharynx</dc:creator>
		<pubDate>Wed, 18 Apr 2012 16:53:05 +0000</pubDate>
		<guid isPermaLink="false">http://mrlizard.com/?p=1087#comment-575</guid>
		<description>In terms of designing D&amp;DNext, there are a couple of issues with some big disagreement.  Grids are one, another is the idea of power balance (between different classes and between PC&#039;s and monsters).  If they want to support both, which way is easier to design?   I think it&#039;s easier for somebody to abstract a gridded system than to grid an abstract system.    Likewise it&#039;s easier to ignore the suggestions on a balanced system than it is to add balance to an unbalanced system.  Please note that this is based on the design considerations, not the way the rules are presented.</description>
		<content:encoded><![CDATA[<p>In terms of designing D&amp;DNext, there are a couple of issues with some big disagreement.  Grids are one, another is the idea of power balance (between different classes and between PC&#8217;s and monsters).  If they want to support both, which way is easier to design?   I think it&#8217;s easier for somebody to abstract a gridded system than to grid an abstract system.    Likewise it&#8217;s easier to ignore the suggestions on a balanced system than it is to add balance to an unbalanced system.  Please note that this is based on the design considerations, not the way the rules are presented.</p>
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