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What makes us care about combat balance in D&D?
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<blockquote data-quote="TwoSix" data-source="post: 6663566" data-attributes="member: 205"><p>It also informed '90s style World of Darkness games, in that the origin of pretty much every character type was "misunderstood teen suddenly gains phenomenal supernatural power that allows you to destroy your enemies and get laid all the time, but you're still sad."</p><p></p><p></p><p>So true, total dick move by the OP. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I had to agree with pemerton on choice 2. There's an assumption across pretty much every type of game that if the game presents you with a starting choice between multiple asymmetric options, those choices should be roughly comparable in terms of total efficacy across a broad spectrum of play ability and play styles. Look at Street Fighter II, which originated the idea of asymmetric character choices in fighting games. Or Starcraft, which (AFAIK) originated the idea of balanced asymmetry in RTS games. </p><p></p><p>The evolution of complex game types has continued to prioritize the development of balanced asymmetry, which is why 4e's model felt like a natural outgrowth of trends that had already been percolating in other media for some time.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6663566, member: 205"] It also informed '90s style World of Darkness games, in that the origin of pretty much every character type was "misunderstood teen suddenly gains phenomenal supernatural power that allows you to destroy your enemies and get laid all the time, but you're still sad." So true, total dick move by the OP. :) I had to agree with pemerton on choice 2. There's an assumption across pretty much every type of game that if the game presents you with a starting choice between multiple asymmetric options, those choices should be roughly comparable in terms of total efficacy across a broad spectrum of play ability and play styles. Look at Street Fighter II, which originated the idea of asymmetric character choices in fighting games. Or Starcraft, which (AFAIK) originated the idea of balanced asymmetry in RTS games. The evolution of complex game types has continued to prioritize the development of balanced asymmetry, which is why 4e's model felt like a natural outgrowth of trends that had already been percolating in other media for some time. [/QUOTE]
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What makes us care about combat balance in D&D?
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