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<blockquote data-quote="Hussar" data-source="post: 6323179" data-attributes="member: 22779"><p>Swimming upthread and putting these together. </p><p></p><p>This is a case where I think Ahn is both right and wrong at the same time. Yes, rocket tag - as in whoever wins initiative wins the fight - is balanced. But, it's only balanced within that single encounter. We don't play D&D that way though. We are going to have dozens of encounters over a campaign and that's why rocket tag is unbalanced. It would be like playing Chutes and Ladders where one player has ten pieces on the board while everyone else just has one and whoever gets to the end wins.</p><p></p><p>D&D combat is not ever balanced on a 50:50 chance of PC fatality. There's a reason that most encounters should be EL par and only eat up 20-25% of party resources. If you go higher than that, the lethality of the campaign increases to the point where it becomes pointless - endless PC death is not a good campaign and the game certainly isn't based on that idea.</p><p></p><p>Balance should never, ever be discrete from how enjoyable a game is. The whole point of balance is to increase the enjoyment of the game. Again, this is why Chutes and Ladders is considered a terrible game. It's entirely random and no amount of skill will help you. That's why balance is so important and when balance breaks down, the game becomes unenjoyable.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6323179, member: 22779"] Swimming upthread and putting these together. This is a case where I think Ahn is both right and wrong at the same time. Yes, rocket tag - as in whoever wins initiative wins the fight - is balanced. But, it's only balanced within that single encounter. We don't play D&D that way though. We are going to have dozens of encounters over a campaign and that's why rocket tag is unbalanced. It would be like playing Chutes and Ladders where one player has ten pieces on the board while everyone else just has one and whoever gets to the end wins. D&D combat is not ever balanced on a 50:50 chance of PC fatality. There's a reason that most encounters should be EL par and only eat up 20-25% of party resources. If you go higher than that, the lethality of the campaign increases to the point where it becomes pointless - endless PC death is not a good campaign and the game certainly isn't based on that idea. Balance should never, ever be discrete from how enjoyable a game is. The whole point of balance is to increase the enjoyment of the game. Again, this is why Chutes and Ladders is considered a terrible game. It's entirely random and no amount of skill will help you. That's why balance is so important and when balance breaks down, the game becomes unenjoyable. [/QUOTE]
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