hawkeyefan
Legend
Exactly? As in 'exactly the opposite?'
Well you said:
Maybe in the sense that any imbalance can be fixed (or, more likely, compensated for), so failure to do so is self-inflicted. Similarly, no matter how robustly balanced a system, it can be broken - so, again, self-inflicted.
And that is what I was agreeing with. Sorry that was not clear. Exactly....self-inflicted as you said.
'Most games' of course, is a pretty broad sweep - most games are probably at least fair (even if they're imbalanced, the same choices are available to everyone).
D&D has never been so well-balanced that you'd have to work /that/ hard at breaking it, especially from the DM side. And in most versions of D&D, including 5e, you have to make an effort (rulings/variants/manufactured situations/'DM Force'/etc on the DM side, and/or restraint on the player side) or stick to a prescribed mode of play (6-8 encounter/2-3 short rest 'day' &c) to get it to much balance at all. Sure, many of us make that effort as a matter of course and after decades of playing the game we may not even notice it anymore, or, if we do, just consider it a fact-of-life rather than a flaw that could be corrected.
But don't you think that the effort to "break" the game, so to speak, requires some level of familiarity with the game system? Do you think that the options available to players are that mismatched compared to one another as-is? Or do you think that it takes someone who recognizes the implications of combinations and so forth in order to start bending things their way?
You talk about experience allowing folks to adjust for imbalance....and that is true. But isn't that also a requirement of bending the rules?
The working definition I prefer is maximizing the choices available while also keeping as many of those choices as possible both meaningful & viable. So, examples of 'imbalanced' would include having many classes of which only a handful are 'Tier 1,' or having many possible EL n Encounters some of which would likely be rollovers for a level n party, while others would be possible TPKs, and the rest a range between, with very few actually being the intended level of difficulty.
So where do you think that the imbalance among choices comes into it? Classes? Feats? What choices are you talking about specifically?
That's a possible consequence. Another would be having a party where everyone is playing the same class with very similar build decisions, because it's just that much better than all the other possibilities (as opposed to because we just all feel like playing thieves).
Sure, that could happen. I haven't really seen it. Certainly not in 5E, and not in any other system that I know of....with the possible exception of a campaign designed around members of a class (like a thieves' guild campaign or similar).
Min/maxers and new/casual players routinely play in the same groups, while 5 year-olds are rarely allowed to play professional sports. So that's a pretty bad analogy.
It's a fine analogy. A beginner versus a veteran. Make the beginner a 25 year old who is athletic if you like....you got the point of the analogy, so it worked.
Sounds like shifting it in a purely semantic way. The DM /could/ avoid imbalances by always running in a carefully-calculated way to spotlight each player's PC in turn, even though one of them can do everything the other two can, and one of the remainder is for more powerful than the other. That would mean using very different, tailored challenges, possibly resorting to implausible circumstances and even railroading. That /is/ always challenging the party in the same way, as opposed to running the world 'status-quo,' or just running whatever you like, as you could with a better-balanced party.
I wouldn't say it's a matter of semantics. We all know that the game functions differently for each group of gamers....anecdotal evidence here on these boards is pretty prevalent.
And I do think that things should be tailored to the group in play. Not always, and no to the extreme....but I don't think it's strange to expect a DM to adjust things to account for a deficiency or abundance of a certain type of resource. No healer? Okay, maybe potions are more common. Things like that.
D&D generally has lent itself to imbalance enough for imbalances to occur as a matter of course unless the DM and players approach it 'just so' (something many of us have been doing automatically for decades, thanks to playing it so darn much). 5e is certainly less imbalanced than 3.5/PF (intentionally designed to 'reward system mastery,' which makes a virtue of imbalance). 'Balance' relative to the quixotic classic game more debatable. (Really, 5e and the classic game are presented in such a way that even definitively defining their systems in an objective way is iffy, let alone evaluating them for any trace of balance). Obviously, 4e is the outlier, being the most robustly balanced (though far from perfectly balanced - look at all the 'chaff' in the list of feats, for instance).
Sure. I'm not saying that 5E or any edition or game for that matter is perfectly balanced. But if I had to say if I find the game to be the cause of imbalance or the players/DM, then I tend to place the responsibility for that on the players/DM.
Would you agree with that? Or would you say it is the system that is indeed to blame?