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Game Designers: Balance These Stats
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<blockquote data-quote="ashockney" data-source="post: 6331045" data-attributes="member: 1363"><p>To answer the question, it helps to understand another aspect of how your gameplay is developed.</p><p></p><p>What are the types of challenges these characters will face? (For example 5e has said it's three pillars are interaction, exploration, and combat)</p><p>What is an appropriate ratio among those challenges to each other? (For example 80% combat, 15% exploration, 5% interaction - or 33%/33%/33%)</p><p>How difficult are each type of challenge and how many resources will be used in each challenge? (For example, you should use 5% of resources per encounter vs 35%)</p><p>How will you reward PC's with experience or treasure based upon each challenge? (For example, a level 5 challenge is a roll on level 5 reward for any type of challenge vs only combat?)</p><p></p><p>Based upon how you answer the above you can then assess the "fairness" of having a distinct advantage in one pillar over another.</p><p></p><p>For example, you could argue that in 2e, wizards of 10th level are 4x as effective (or more) in exploration to fighters (thanks to their spells and abilities from INT). That said, it still feels very balanced in play because the amount of exploration, the expected resources used, and the type of reward you get for exploration encounters is really negligible. Exploration actually becomes a way for the DM to try to "reduce" the wizards combat effectiveness by getting them to use their valuable limited resources on teleports and alarm spells vs cone of colds and magic missiles.</p></blockquote><p></p>
[QUOTE="ashockney, post: 6331045, member: 1363"] To answer the question, it helps to understand another aspect of how your gameplay is developed. What are the types of challenges these characters will face? (For example 5e has said it's three pillars are interaction, exploration, and combat) What is an appropriate ratio among those challenges to each other? (For example 80% combat, 15% exploration, 5% interaction - or 33%/33%/33%) How difficult are each type of challenge and how many resources will be used in each challenge? (For example, you should use 5% of resources per encounter vs 35%) How will you reward PC's with experience or treasure based upon each challenge? (For example, a level 5 challenge is a roll on level 5 reward for any type of challenge vs only combat?) Based upon how you answer the above you can then assess the "fairness" of having a distinct advantage in one pillar over another. For example, you could argue that in 2e, wizards of 10th level are 4x as effective (or more) in exploration to fighters (thanks to their spells and abilities from INT). That said, it still feels very balanced in play because the amount of exploration, the expected resources used, and the type of reward you get for exploration encounters is really negligible. Exploration actually becomes a way for the DM to try to "reduce" the wizards combat effectiveness by getting them to use their valuable limited resources on teleports and alarm spells vs cone of colds and magic missiles. [/QUOTE]
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