Forgive me if this has been said already, but it seems that updating the OGL SRD wouldn't have been--necessarily--in the interest of 3PP's... It would have been changing the rules all of the 3pp material was based on... I just don't think its a good idea to be villain-izing (ok, so it's not a word) WotC for this...
Vic Wertz wrote: The graphics shown depend on your path, yes. Back in the magazine days, there was probably a good reason for that, but what it might have been frankly escapes me. There's actually quite a bit about that sort of navigation I'd like to fix, but since the issue is minor and the solution is a bit complex, it never makes it anywhere near the top of our to-do list. Yep, minor... Got fixated on it and it began to bug me... I'm over it now... Glad it's on a list somewhere, even if nowhere near the top. All-in-all Vic, great work on this behemoth of a site... For all of its complexity, it runs pretty smoothly.
Krome wrote:
Sorry, Krome, we'll have to agree to disagree... I could start posting links, but it's really not worth the time... Graphics are important, I am not saying they are not... At all... What I am saying is that it is important to understand when to use graphics and when not to... Just about every major site who's main focus is to disseminate information via articles and posts, looks a lot more like Paizo than: WotC's site, Gleemax (which I probably shouldn't even include here), even ENworld.org. Does that mean they don't make use of graphics or animation, no, of course not. Just that they do so wisely. Enough said.
Who's to say someone else couldn't formalize your notes... Just a thought. That said, if you continue to flesh out this adventure, I'd love to see more details on the trap designs. Also, and probably not suitable to this particular adventure's theme (i.e. SWAT), I'd interested to see examples of skill-based encounters. Perhaps there's a chance of "negotiating" with a defeated wererat, the successful result being some bonus to the final fight... say, some insight into using the terrain to the groups advantage... or, if not limited to benefiting the final fight, a bonus to actually operating those pesky doors...
Sebastian wrote: In 3e, you could do the same thing and, to a certain extent, it is easier to do so given that an EL 3 encounter consists of a single CR3 monster, whereas in 4e, it's five Level 3 monsters (or whatever mix you decide to go with). What Sebastian touches on here is actually one of the more promising aspects of 4e--to me anyway: the flexibility to customize encounters, and though his post was long--he would probably agree, to do so quickly. There's definitely a learning curve to be climbed while transitioning from the EL and CR way of thinking, but the 4e encounter tool set is much more suited to diverse and interesting encounters. <pause> Or, at least allows them to be created with more ease... But this has all been said before. Very interesting read Sebastian. One of the first narrative walkthroughs of the encounter creation system... at least that I was willing to read. -----
Clive wrote:
As stated, there's no information yet, but if WotC follows through with what they have said they planned to do (release a PH, MM, Setting, and Setting-specific-adventure each year), I'd suspect each MM will have a level 30 critter of one time or another, and each setting-specific-adventure will feature that creature as its climactic finale... Ok, ok, just speculation, but that's how I'd play it... -----
Or, perhaps not, but the behavior is odd... Is there a particular reason that once you click on the "STORE" link in the main navigation bar you are no longer able to jump to any of the other "main" sections (PATHFINDER, GAMEMASTERY, etc.) without first exiting the store by clicking the the "PAIZO" link in the same navigation bar? Perhaps I'm not explaining this well, but--as an experiment--try this:
The question: is this on purpose? And if so, why in the world would it be? -----
Ok, I don't post often, but this topic scared me. Paizo's site is leaps and bounds better than WotC's, and many other similar sites, because it lacks a ridiculous amount of graphics. Many of you have commented on the benefits of less graphics on load times and--yes--work-time viewing, but perhaps the biggest argument against the OVER use of graphics in an GUI or UI is, irronically, usability and clarity. For example: to a search for "interface design" and take a look at any professional interface design company's website and you see something much closer to Paizo's site than any other gaming site I've seen: especially WotC's. Paizo's aite is clean, easy to navigate, loads quickly, and has a clear focus (another hot topic that some over at EN World have said Gleemax failed do to a lack of). All of that said, there are some things that I think Paizo could add to their site:
All-in-all, Paizo has done a fabulous job providing a professional site that is easy to use and not hard on the eyes. Keep it up Paizo! ----
|