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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Tony Vargas" data-source="post: 6016519" data-attributes="member: 996"><p>Sure, there are simply bad games that don't do anything /well/. </p><p></p><p>Well, class balance, is a very real and vital purpose - if you're going to have classes at all, each class needs to be a viable choice. The 'homogenization' effect of a common structure has been really, /really/ over-blown. It's no more homogenizing than having all skills work off a d20 vs DC mechanic. It's just good game design delivering a better-balance, cleaner, clearer, easier-to-learn, easier-to-run system. </p><p></p><p>Most of the controversial stuff in 4e were things done to fix long-standing balance issues. Taking away excessive 'rewards for system master,' and things like that. They made the game much better in a technical sense, but also made it much less familiar. But, they didn't really make it that much less a simulation, though, at the same time, they shifted from modeling some imagined independent reality (an aspect of "simulationist") to modeling a genre (a sort of cinematic-action heroic fantasy, for the most part) or story, something a GNS 'narrativist' might like. Still it didn't go very far in that direction compared to other games, only compared to 3e. :shrug:</p><p></p><p>The purpose of game balance is to let players with different desires and expectations play the same game without ruining it for eachother (too often, or too easily, anyway). I can see how you wouldn't need that if your fellow players all had the same expectations & desires and 3.5 meshed with those. As to not /wanting/ balance, why would you want to approach a cooperative game like an RPG with, at best, indifference to the play experience of others?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6016519, member: 996"] Sure, there are simply bad games that don't do anything /well/. Well, class balance, is a very real and vital purpose - if you're going to have classes at all, each class needs to be a viable choice. The 'homogenization' effect of a common structure has been really, /really/ over-blown. It's no more homogenizing than having all skills work off a d20 vs DC mechanic. It's just good game design delivering a better-balance, cleaner, clearer, easier-to-learn, easier-to-run system. Most of the controversial stuff in 4e were things done to fix long-standing balance issues. Taking away excessive 'rewards for system master,' and things like that. They made the game much better in a technical sense, but also made it much less familiar. But, they didn't really make it that much less a simulation, though, at the same time, they shifted from modeling some imagined independent reality (an aspect of "simulationist") to modeling a genre (a sort of cinematic-action heroic fantasy, for the most part) or story, something a GNS 'narrativist' might like. Still it didn't go very far in that direction compared to other games, only compared to 3e. :shrug: The purpose of game balance is to let players with different desires and expectations play the same game without ruining it for eachother (too often, or too easily, anyway). I can see how you wouldn't need that if your fellow players all had the same expectations & desires and 3.5 meshed with those. As to not /wanting/ balance, why would you want to approach a cooperative game like an RPG with, at best, indifference to the play experience of others? [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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