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Joined 1 year ago
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Cake day: July 1st, 2023

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  • Personally, I would say to pick a specific implementation instance and debug it.

    Let me use a button as an example.

    If you have a button, say, Subscribe, attach your debugger where execution will go immediately upon click. Follow the path by stepping into (not over) the base implementation(s). Stop along the way if there are any calls that you do not understand what it is doing or why.

    I most scenarios, there is common functionality that all objects would need. All buttons need to do x, y, z. All forms need to validate a, b, c, and forms of this specific type also need to validate d.

    Usually the tradeoff in complexity upon first learning the code base is offset by the ease of extensibility once you are familiar with it.





  • For me, balance issues are never the party vs. the monsters. I can tweak the monsters to make the encounters more challenging. Players want to feel powerful! Give them the tools over time to build the character they want to build.

    It’s power disparity within the group that has always been the biggest problem. If you have players that are very knowledgeable about the game and know how to build optimally, other players may feel like their character isn’t good at anything because the more purposefully built characters will seem to be able to do so much more.

    I usually have to balance that with custom feats or items to even things out. Disallowing multiclassing in 5e in my new campaign also helped. Too much front loading that encourage dips for the sake of dipping.