Over the years, I’ve seen a lot a poor and misguided game design. Both in games that I’ve played (going all the way back to tabletop games) and in many of the products that I’ve worked on. The industry as a whole suffers from a lot of copy-cats and me-tooisms.
Back when I worked at New World Computing, I overheard a conversation between two our lead designers.
“So, how do we want to handle modifiers to ranged attacks?”
“Between 0 and 50 feet, let’s have no modifier, from 51 to 75 a -1, from 76 to 100 -2, and beyond that a – 3.”
“That’s good, but let’s extend it out to 200 feet.” (more…)