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How much should 5e aim at balance?
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<blockquote data-quote="Neonchameleon" data-source="post: 6011746" data-attributes="member: 87792"><p>A team <em>to what end?</em> Because if the objective is gamist <em>or</em> simulationist then I'd expect each person to pitch in <em>where they can</em> and not to patronise other PCs. Step on up or explore. And you keep The Load at home where he is safe. </p><p> </p><p>You can not have unbalanced Step on Up play without the ability to step on up or without a massive skill disparity to counter this imbalance.</p><p> </p><p></p><p> </p><p>Of course. And depending how this is done, it can <em>further</em> underscore he power disparity.</p><p> </p><p></p><p></p><p>This means you can not have Step on Up as your goal - really bad balance doesn't bring the tools to step on up. And exploration is also a problem.</p><p> </p><p></p><p> </p><p>Have you ever <em>seen</em> a slush pile? Freeform interactive storytelling isn't as easy as you think.</p><p> </p><p></p><p> </p><p>If this was all I wanted from D&D I'd be playing Dread, 3:16, Wushu, or something else very rules light - or something like Dogs in the Vineyard, FATE, or something Cortex based (not Firefly) that adds to the narrative by tagging and aspecting. </p><p> </p><p>I play D&D precisely because, to use Ron Edwards' terminology, it is incoherent. And therefore many people can get different things out of it at the same time (unlike Ron Edwards, I consider at least some level of incoherence actively helps campaign play).</p><p> </p><p>But people only balance each other and spotlight share when working as a team if your only end is storytelling. By talking about this you are trying to restrict D&D to a genre where it is a bad fit (and ironically 4e is probably the best fit).</p><p> </p><p></p><p> </p><p>If Core 4e is 0% of what you want and core 3e is 30% of what you want, I wonder just what you do want. The games are <em>very</em> alike in most ways.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6011746, member: 87792"] A team [I]to what end?[/I] Because if the objective is gamist [I]or[/I] simulationist then I'd expect each person to pitch in [I]where they can[/I] and not to patronise other PCs. Step on up or explore. And you keep The Load at home where he is safe. You can not have unbalanced Step on Up play without the ability to step on up or without a massive skill disparity to counter this imbalance. Of course. And depending how this is done, it can [I]further[/I] underscore he power disparity. This means you can not have Step on Up as your goal - really bad balance doesn't bring the tools to step on up. And exploration is also a problem. Have you ever [I]seen[/I] a slush pile? Freeform interactive storytelling isn't as easy as you think. If this was all I wanted from D&D I'd be playing Dread, 3:16, Wushu, or something else very rules light - or something like Dogs in the Vineyard, FATE, or something Cortex based (not Firefly) that adds to the narrative by tagging and aspecting. I play D&D precisely because, to use Ron Edwards' terminology, it is incoherent. And therefore many people can get different things out of it at the same time (unlike Ron Edwards, I consider at least some level of incoherence actively helps campaign play). But people only balance each other and spotlight share when working as a team if your only end is storytelling. By talking about this you are trying to restrict D&D to a genre where it is a bad fit (and ironically 4e is probably the best fit). If Core 4e is 0% of what you want and core 3e is 30% of what you want, I wonder just what you do want. The games are [I]very[/I] alike in most ways. [/QUOTE]
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