Mats Öhrman wrote:
Another example of poor testing metrics was the testing of Windows Vista prior to release. The replaced most of their testers with programmers who could write automated tests. And Vista was architecturally a big improvement over XP. But they failed to test the important metric: "Compared with XP, will a user (or corporation) see the advantages and want to switch?"
Jason S wrote:
I agree: there is a big distinction between designing an adventure and running one. As a GM, I shouldn't have to look at the "how to design a challenge" section while running it. The logic of "look at the design conditions" when running a game fails especially when the design condition for monsters have been removed.
I'd like to put a shout-out to those hard-working sysadmins who were able to keep the website working, including downloads, during the flurry of activity associated with the Playtest release. Well Done! I know sysadminning is an underappreciated job, and any failures are always pounced on, but this was an excellent outcome!
Vic Ferrari wrote:
5e also had a much longer playtest period. The question that has come up here is "when is the next playtest release coming out?" Which is a valid question.
Jester David wrote:
However, MacFarland and Bonner were both in the 4e design team...
One of the advantages of the Pathfinder (and 3.5e) layout was that if you weren't playing a spellcaster, you didn't need to read the Magic or Spells chapters. A new player, playing a monk, can ignore a large amount of the rulebook. With the merging of powers and spells - and the massive amount of cross-references, this is no longer a possibility.
PossibleCabbage wrote:
"I'm a 20th level locksmith. For only $levelappropriate SP, I'll sell you a lock that can't be picked by anyone under 12th level - 95% of the time. I don't provide insurance against the Natural Twenty"
Is there a reason why these "monster design guideline" aren't available?
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