What aspect of the D&D rules has been the hardest to implement?
A1. (T.C. 2/26) I’d say magic items. There are lots of them, and many of the 1st edition ones are gone or are different enough to warrant taking time to decide what to do. And their effects are so varied that each one is almost a special case. A2. (S.C. 2/26) Besides items, spells are consuming an entire programmer for the almost whole length of the project, and he doesn’t really sleep (Huy is a machine). That’s not counting special effects or the core system the majority of the spells sit on top of. So there’s a lot of time and effort going into spells in general. There’s just so much there. A3. (S.C. 2/26) Just about every single programmer has spent weeks if not months on various aspects of the UI, and it’s for UI reasons that we’ve had to make the majority of our changes to the 3rd edition rules. No matter how good a spec you have, you end up changing the UI as many times as you possibly can, because you never know how it’s going to feel until you’ve got it up on the screen. I thin