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General Tabletop Discussion
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How much should 5e aim at balance?
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<blockquote data-quote="Ahnehnois" data-source="post: 6011933" data-attributes="member: 17106"><p>Have you ever watched a group of children tell stories? A group of scientists? A group of soldiers? Creating a compelling narrative is not inherently difficult at all. The interactive part is a little harder, but certainly not out of reach for most people.</p><p> </p><p>I probably would be too, I just think it's important to remember that the character building and combat and advancement are addons, not the starting point.</p><p> </p><p>You want incoherent and balanced?</p><p> </p><p>That's not what WotC's marketing pitch for 4e would have us believe!</p><p></p><p>I tend to look at 4e as being largely composed of a small subset of the 3e rules, particularly those from late 3.5 supplements (marshals and warblades in the PHB under the names warlord and fighter, for example, or all spellcasters effectively having reserve feats, or monsters being examples rather than quasi-classes, complex skill checks being made into skill challenges, etc. etc.). It's just not the subset that I liked.</p><p></p><p>A strange perspective. I think houserules almost invariably make the game better by virtue of being created for a table rather than for a mass market. Your perspective would lead me to believe that either you think that at least 96% of published rules are bad (not impossible), or that you think that people who play rpgs are remarkably inept. I suspect you may not be defining houserules as broadly as I do; I say any time you go off the book it's a houserule.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6011933, member: 17106"] Have you ever watched a group of children tell stories? A group of scientists? A group of soldiers? Creating a compelling narrative is not inherently difficult at all. The interactive part is a little harder, but certainly not out of reach for most people. I probably would be too, I just think it's important to remember that the character building and combat and advancement are addons, not the starting point. You want incoherent and balanced? That's not what WotC's marketing pitch for 4e would have us believe! I tend to look at 4e as being largely composed of a small subset of the 3e rules, particularly those from late 3.5 supplements (marshals and warblades in the PHB under the names warlord and fighter, for example, or all spellcasters effectively having reserve feats, or monsters being examples rather than quasi-classes, complex skill checks being made into skill challenges, etc. etc.). It's just not the subset that I liked. A strange perspective. I think houserules almost invariably make the game better by virtue of being created for a table rather than for a mass market. Your perspective would lead me to believe that either you think that at least 96% of published rules are bad (not impossible), or that you think that people who play rpgs are remarkably inept. I suspect you may not be defining houserules as broadly as I do; I say any time you go off the book it's a houserule. [/QUOTE]
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How much should 5e aim at balance?
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