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How much should 5e aim at balance?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5995063" data-attributes="member: 710"><p>A simple balance model: </p><p></p><p>Every character has 4 awesome points per arbitrary time chunk.</p><p>Character 1 can spend only 1 awesome points per scene/encounter. </p><p>Character 2 can spend up to 3 awesome points per scene/encounter.</p><p></p><p>Any such system will be unbalanced if over that time chunk, there are less than 4 scenes/encounters. (It becomes especially so if the party, and more so if Character 2, can affect or decide the number of encounters- Rope Trick, Teleport, Mordekainen's Magnificant Mansion, Word of Recall). </p><p>If characters don't even get the same number of awesome points, well, you start imbalanced and there isn't anything you can do about it. (You may think that just adding more scenes could help, but keep in mind thatawesome points are an abstract resource - and doesn't just include spells or powers but also hit points / surges / hit dice.)</p><p></p><p>If the time chunk where to be defined by the number of scenes/encounters instead being set independent of that, then you could achieve balance into the game. </p><p>So, if you were playing 3E, instead of saying "8 hours of rest recover your spells and hit points", you say "after 5 combats, you recover your spells and hit points". </p><p>Or you try to force people to always have your 4 scenes, but how to do that? </p><p></p><p>Furthermore: </p><p>The difficulty of a scene could be based on how many awesome points you expect to be needed. This can lead to perceived imbalance when a scene requires more awesom epoints than another - that's where Character 2 can shine and blow his load of 3 points. But if he still has to go through more 2 more scenes, then Character 1 gets to shine. Whether this will be entirely satisfying, I don't know. Does a spotlight involving a high threat encounter feel as well as a spotlight involving a low threat encounter (where another character is "helpless"),</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5995063, member: 710"] A simple balance model: Every character has 4 awesome points per arbitrary time chunk. Character 1 can spend only 1 awesome points per scene/encounter. Character 2 can spend up to 3 awesome points per scene/encounter. Any such system will be unbalanced if over that time chunk, there are less than 4 scenes/encounters. (It becomes especially so if the party, and more so if Character 2, can affect or decide the number of encounters- Rope Trick, Teleport, Mordekainen's Magnificant Mansion, Word of Recall). If characters don't even get the same number of awesome points, well, you start imbalanced and there isn't anything you can do about it. (You may think that just adding more scenes could help, but keep in mind thatawesome points are an abstract resource - and doesn't just include spells or powers but also hit points / surges / hit dice.) If the time chunk where to be defined by the number of scenes/encounters instead being set independent of that, then you could achieve balance into the game. So, if you were playing 3E, instead of saying "8 hours of rest recover your spells and hit points", you say "after 5 combats, you recover your spells and hit points". Or you try to force people to always have your 4 scenes, but how to do that? Furthermore: The difficulty of a scene could be based on how many awesome points you expect to be needed. This can lead to perceived imbalance when a scene requires more awesom epoints than another - that's where Character 2 can shine and blow his load of 3 points. But if he still has to go through more 2 more scenes, then Character 1 gets to shine. Whether this will be entirely satisfying, I don't know. Does a spotlight involving a high threat encounter feel as well as a spotlight involving a low threat encounter (where another character is "helpless"), [/QUOTE]
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