Brimshack said:
Interesting topic. On a related note, I would be curious to see how various DMs go about balancing a campaign. Are you willing to actively boost a character if it is below par, help a player who has designed a poor character (and may be compounding that with poor play)?
I have always tried to balance treasures given to the party with an eye towards evening things out, a bit... Low-level treasures are poor weapons. Maybe a +1 Dagger, or 1D12 +1 Arrows. Other items are potions, or scrolls. While a potion may go to anyone, a scroll will go to one of only a few PCs (Cleric/Paladin, Sorcerer/Wizard, Druid/Ranger, and in two of those cases, the Paladin or Ranger won't be able to use most of them)! This is a bit harder, in D&D, because Fighters are proficient with almost EVERY weapon, except the Exotics. While a 1e +2 Scimitar would always go to the Druid (since no one else could use it), this is no longer true.
In any case, by using class and race restrictions, the Arcane/Divine divide, I can manipulate party power, to some extent, merely by pre-planning party treasure. I can leave the Fighter a +1 Spiked Chain, and a Ranger/Druid a Staff of the Woodlands, which while little more powerful, is much more interesting, and useful!
As for "poorly designed characters", I'd say that that happens less often than many think. I've been accused of mine being that way!
If I see one that I think is that way, I'll talk to the player, but let them decide. Suggestions and advice are free and easy, but it's their character!
Poor play usually comes from unfamiliarity with the rules, or stubborn PCs/players... I suggest and advise, then regretfully kill off PCs. Usually, after a few "outs", players will either learn, or leave. Someone around here has a sig that says "When players play the Stupid card, I play the Roll Up A New Character card." Another's sig says "If players don't go out of their way to keep their characters alive, why should I?" Personally, I try to keep PC deaths to a minimum, and use other punishments, instead (getting thrown in prison, etc.)
Brimshack said:
In other words, are you willing to actively work towards balance between different PCs? Or do you prefer a formal approach? Everyone plays by the same rules and the rules themselves are balanced?
A bit of both... a balanced approach!
Brimshack said:
What the players make of it then is their responsibility? Are there classes that you feel are out of balance?
Yes. I think Sorcerers need a boost. I give every class a boost, of some sort.
Brimshack said:
And how much are you willing to use storyline to help a character? If a campaign is set in a dungeon, do you work to give the Druid a chance? If the campaign is fast pace, what about Wizards who need to study? Etc. It is one thing to say that balance is important, and quite another to achieve it. I hope this is more of a follow up than a derail, but I would like to see other DMs thoughts on the actual issues that go into trying to maintain balance, espcially between PCs.
I use story rewards, and penalties. Murder the town mayor, and become a criminal. Bounty-Hunters will eventually come looking for you, if you remain in the area. Save the town from certain doom, and you will be rewarded... but you'll also be able to get a free drink when you're dirt poor from some old farmer who remembers, and can crash is the hayloft and have a bowl of turnip stew, when you've got no place else to stay, and no funds to spend. If you turned the Widow-Crafter's daughter from stone to flesh after slaying the Medusa, whatever she makes (say, leatherwork) may be yours for the asking, if she has it in the shop.
If I know that party X is going down into dungeon Y, the challenges and rewards will be made for them, assuming I wrote the dungeon. Even if not, the treasures will be!
I won't always give the party a full night's sleep. Sometimes, logic dictates otherwise. Besides, it can be fun for high-level PCs to have to go without their spells, or weapons, or magic, or whatever, just as a new KIND of challenge! No spells allows the Cleric and Druid to use their weapon skills, allowing the Fighters to shine. No weapons allows the Monks and Druids with Wild Shape to. No magic nerfs a lot of things (Supernatural abilities included). All good tests for higher-level PCs.
Also, "Story Rewards" includes all of those special abilities that PCs pick up along the way, anyhow... My 8th-level PC can become a large cat twice a day, and has some other "Specials", that he earned through adventuring. Inserting these types of abilities into adventures (especially where they won't often be found) can be used to reward the party or parties that find them...
Incidentally, I tend to over-endow my scenarios with treasure, as I usually find that most of my groups don't FIND a lot of it, due to not searching, or searching all the wrong places, then giving up, and NOT searching the right one! (For instance, I once had a PC search everything in a room except for the two footstools... He was so thorough, that he even carefully examined the top of the table for impressions left by a pen! Naturally, the Magical Treasure-box was HIDDEN IN THE FOOTSTOOL, and he searched everything BUT it!) So, a clever PC with good search, who takes the time and "Takes 20" can clean up, in my dungeon, but this is complicated by my asking him "Okay, where are you searching? Are you guys helping him? Okay, you're standing guard? Where are your PCs? Who's searching where, this round?"
After they leave, I like to tell them what all they missed (without allowing them to go back). I don't tell them where it was, of course!