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<blockquote data-quote="Breaking Star Games" data-source="post: 9056240" data-attributes="member: 7042067"><p>I think the importance of balance in 5e is definitely de-emphasized with things like "its not a PvP game." But that is hardly the point of balance in this case. Its about spotlight management. If the Rogue is the best at doing everything in a heist situation while a Barbarian player is just looking at their phone because they have nothing to contribute to the typical heist obstacles, then the game's design is getting in the way of the fun of the experience. Whereas the skill list and class system for Blades in the Dark is tailored to fit that experience and even the combat focused Cutter playbook is still very competent and can easily contribute in heists. It doesn't really matter that WotC released a heist adventure. I can use a screwdriver as a hammer, it doesn't mean the design is working well - you are having fun in spite of the system because the Game Master is such a flexible part of the game design process, just as your muscles and hand can turn a screwdriver into a hammer.</p><p></p><p>But I do agree with the point that page count doesn't equate to importance. Some things are just more complex to resolve than others and requires more mechanics. Root: The RPG has this oddly crunchy Reputation tracker because they are using the same one from the boardgame. Reputation is definitely important, but the reason it gets a lengthy explanation is because its unintuitive at first and needs several examples. On the other hand, 5e has 90% of class features and spells geared towards combat, plus combat being where classes are all relatively balanced makes me think combat is the focus of the system.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9056240, member: 7042067"] I think the importance of balance in 5e is definitely de-emphasized with things like "its not a PvP game." But that is hardly the point of balance in this case. Its about spotlight management. If the Rogue is the best at doing everything in a heist situation while a Barbarian player is just looking at their phone because they have nothing to contribute to the typical heist obstacles, then the game's design is getting in the way of the fun of the experience. Whereas the skill list and class system for Blades in the Dark is tailored to fit that experience and even the combat focused Cutter playbook is still very competent and can easily contribute in heists. It doesn't really matter that WotC released a heist adventure. I can use a screwdriver as a hammer, it doesn't mean the design is working well - you are having fun in spite of the system because the Game Master is such a flexible part of the game design process, just as your muscles and hand can turn a screwdriver into a hammer. But I do agree with the point that page count doesn't equate to importance. Some things are just more complex to resolve than others and requires more mechanics. Root: The RPG has this oddly crunchy Reputation tracker because they are using the same one from the boardgame. Reputation is definitely important, but the reason it gets a lengthy explanation is because its unintuitive at first and needs several examples. On the other hand, 5e has 90% of class features and spells geared towards combat, plus combat being where classes are all relatively balanced makes me think combat is the focus of the system. [/QUOTE]
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