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How much should 5e aim at balance?
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<blockquote data-quote="shadowmane" data-source="post: 6008124" data-attributes="member: 6687237"><p>You adapt the game world. Its not railroading. This is, after all, their story. Yes, you provide the sandbox for them to play in, but the story is ultimately theirs. As a DM, it is your responsibility to provide a way for all of them to make it to the front. For all of them to show off their character. So the game world bends ever so slightly so that you can accomplish that. Otherwise, you simply are playing a game, and the players need to be TOLD "well, you have to have a MU, two fighters, a cleric for healing, and a druid, because we're going to be mostly in the woods, and he can provide some neat protection for you.</p><p></p><p>If you design the setting around the characters, then you find out what they are playing, then you tailor the setting to that. You tweak the dungeon. You tweak the encounters. By the end of the night, everyone has been able to bask in the awesomeness of their character because the DM has provided something unique to them. He's made the game world theirs.</p><p></p><p>If you simply adapt the players to the game world, then all you're going to come out with is "well, we have to have balance so everyone gets to do something". Well, if you're going after a bunch of Orcs who just raided a villiage, who's going to get to do something? The MU and the Fighter mostly. Maybe the cleric if he has any offensive spells. Everyone else is just SOL unless they have some good fighting skills.</p><p></p><p>"Balance" promotes laziness.</p></blockquote><p></p>
[QUOTE="shadowmane, post: 6008124, member: 6687237"] You adapt the game world. Its not railroading. This is, after all, their story. Yes, you provide the sandbox for them to play in, but the story is ultimately theirs. As a DM, it is your responsibility to provide a way for all of them to make it to the front. For all of them to show off their character. So the game world bends ever so slightly so that you can accomplish that. Otherwise, you simply are playing a game, and the players need to be TOLD "well, you have to have a MU, two fighters, a cleric for healing, and a druid, because we're going to be mostly in the woods, and he can provide some neat protection for you. If you design the setting around the characters, then you find out what they are playing, then you tailor the setting to that. You tweak the dungeon. You tweak the encounters. By the end of the night, everyone has been able to bask in the awesomeness of their character because the DM has provided something unique to them. He's made the game world theirs. If you simply adapt the players to the game world, then all you're going to come out with is "well, we have to have balance so everyone gets to do something". Well, if you're going after a bunch of Orcs who just raided a villiage, who's going to get to do something? The MU and the Fighter mostly. Maybe the cleric if he has any offensive spells. Everyone else is just SOL unless they have some good fighting skills. "Balance" promotes laziness. [/QUOTE]
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