What do you do without balance?

However......

Just walked to the convenience store & back, and I was thinking about Voadam's post. I am strongly inclined toward sandbox play, and strongly disinclined from AP-style play. (Side note: When and if Cubicle 7's Doctor Who RPG comes out, I'll see if it can change my mind!) If one was playing an AP, the idea of letting Joe start at level 1 and learn the system makes no sense at all; it only applies to games where there are multiple areas and (if lucky!) multiple PC groups of different levels/actual level of experience playing in it.

My understanding of Sandbox play is that the world just exists, the PCs explore as they will and can find areas designed to challenge PCs of levels not necessarily tied to the party. For example the 10th level party could decide to check out the Caves of Chaos from the Keep on the Borderland designed for low level groups or a 1st level group could decide to try their hand at the Tomb of Horrors designed for high level play as both are there in the world.

Even in a Sandbox style game, why would you consciously want disparity in power between party members instead of a balance of power? What goal is served?
 

log in or register to remove this ad

If a game assumes competent use of assets for success then it doesn't matter what level Joe plays if he is not competent at using assets. He will just die off his first couple of characters at 1st level instead of 10th if you start him there.

Didn't I say that?

It is only if you assume that higher level games require more competent use of assets than low levels that it makes a difference.

Not so. The complexity of options increases as character level increases. Therefore, in order to maintain the same competent use of assets available, one must become more competent in terms of understanding those assets overall.

A 10th level game that assumes competence with assets is more complex than a 1st level game that assumes competence with assets (even if the same level of competence is assumed) because the 10th level game has more/more complex assets.

Say I'm an experienced player with a 10th level character and I want my friend Joe who has never played before to join our experienced D&D group full of other 10th level characters.

Joe could create a first level character and do separate games with the DM until he is competent enough to join our group.

Joe could create a first level character and join our group as is.

Joe could create a first level character and we could all scrap our existing game to make first level characters with him.

Joe could create a first level character and we could all scrap our existing game and make 2nd or 3rd level characters with him (we are better, more experienced players so the argument is we in fairness deserve higher level characters as a meritocratic reward)

Joe could make a 10th level character and join us.

Joe could make a 15th level character as a handicap for his inexperience and join us.

Or Joe could create a first level character and you could all make first level characters with him without scrapping your existing game.

The answer that I advocated earlier, the answer that Gary advocated in the 1e DMG, and the answer that you ignored in your analysis.

Even in a Sandbox style game, why would you consciously want disparity in power between party members instead of a balance of power? What goal is served?

Who said anything about "consciously wanting disparity in power between party members"? There is a difference between allowing disparity to occur and engineering it. If the players provide the ultimate balance in the game, then it is the players who create the power disparity. I believe in allowing the players to do so.

The only way to absolutely prevent mechanical disparity in power between party members is to force all players to use exactly the same stats. The only way to absolutely prevent disparity in power between party members at all is to also force the players to play those same stats in the same way.

Would you force your players to divide loot and magic items so as to maintain power balance? Would you force your players to choose only optimal options?

So let me return the question: Why would you consciously want a balance of power between party members instead of a power disparity? What goal is served?

Because, so far as I can tell, preventing a disparity of power can only be done by (1) making everyone the same, and (2) actively punishing good play. I, for one, want nothing to do with such a game.


RC
 
Last edited:

The problem with this is it means D&D can only be played as a campaign from level 1 to X (X being the point at which the wizard has been overpowered for as long as the fighter was). Any deviation and the game breaks. That makes it one helluva limited game.

So, if the fighter becomes underpowered after 11th level in 3e, the game can only be played until level 22? That's one helluva limit, I gotta agree. :lol:
 

Thanks for this. :)



No, it does not. Balance between classes is a seperate issue from fairness. So long as a game is fair, IMHO, it does not have to be balanced.

If class balance "just ensures all players (despite their position) use the same equipment" that is equivilent to ensuring that your entire baseball team uses the aluminum bat....even the outfield.

Yes.

Excepting, as stated repeatedly, that the DM isn't giving one position a metal bat. The individual player decides which bat to use, based upon all the bats that are available.

Your analogy isn't apt: no one is forced to use any given bat.

The DM isn't doing anything. The way the rules are set up are. Both players choose a class that's designated equal in power level, but one (by the rules) is given an edge. The player of the fighter cannot choose to use spells. The handicap idea doesn't fit because it doesn't matetr who plays the position, someone skilled at D&D or not, they're always going to have the same edge.

But really the "edge" isn't my real concern. It's how that edge effects the game's ability to give me anything useful.

If Class A survives 25% of all adventures, and Class B survives 90% of all adventures, and there is no XP-topping-up going on, the player who prefers Class A will perforce be of lower level than the player who prefers Class B, so that "class balance" cannot be a simple matter of "all classes equal at Level Y". An ongoing campaign (sandbox vs. AP) allows for a greater variety of forms by which balance may be achieved.

And this is the heart of the matter for me, and why I say it doesn't matter between sandbox and AP style.

For me balance isn't something I'm trying to "achieve" in my game. It's a tool I use in running my game; an informational tool, that as the DM I can use in a variety of ways. Everything from looking at odds, to understanding the relative power level of things and how they fit into my game world.

If one class ends up being out of balance it throws things off. It's like using a digital scientific scale but forgetting to calibrate to 0. It makes that tool virtually useless to me. The numbers become pretty much meaningless.

I'm not the type that likes to throw only encounters that are designed to be in the range of my players at them. I don't care if the encounter is vastly overpowered, or underpowered. I DO, however, like to have an idea about where it stands in relationship to my players. It helps me convey information about the situation to my players.

That's why I feel balance is important, and why I want all the players working with gear that has the same power scale. I don't mind if in the game someone's gear ends up being better then someone elses, but I want that to be because of an in-game effect, and not an artifact of the rules not working properly.
 

This will most likely be my last response to your posts as it's at best tangential to the topic and I really don't want to get into edition war territory...

Fair enough, I'll make this my last response as well then. I apologize if anything I said came across as encouraging edition war. In truth, I initially omitted any references to earlier editions (based on that very concern), but I upon further examination decided my point of comparison required clarification if I wanted to discourage anyone from trying to be a wiseguy. The line between disclaimer and edition war is a fine one indeed. ;)

Let me only say this, since a Fighter can lock a particular target down... why would it be necessary for him to be able to chase it down? And since the fighter is built to be durable... why does he have to avoid attacks. In the end his role helps cancel out the mobility need of a true striker, so that if he produces as much damage as a striker he can cover the Strikers role and his own easily, and is better at it than a striker who does less damage than him. You don't have to do everything a class or role can do to overshadow it. A wizard in earlier editions couldn't wear plate mail or wield a Greatsword yet many claim he could overshadow the fighter.

Fighters can lock targets down very effectively in melee, but you can't lock down what you cannot reach. Strikers specialize in penetrating the front line. Defenders specialize in BEING the front line.

Sorry, but the Wizard wearing plate mail example is a bit shortsighted. While you are correct that a Wizard couldn't wear armor or use big weapons, he could use spells to emulate (often in a superior manner) the mechanics of a Fighter wearing heavy armor and using a powerful weapon (for example, using Shapechange to take the form of a powerful dragon with thick scales and wicked fangs). The Wizard is considered by many to have overshadowed the Fighter because mechanically he could do everything the Fighter could do, and then some.

Exactly my point and with a PHB every year this is bound to happen with more than just the Wizard. While it could be argued this is because the designers are human, I think it's also or even moreso the fact that the type of balance WotC have chosen to go for with 4e gets harder and harder to maintain as more elements are added to the game.

As far as other editions, I think the fact that the marketing of 4e stressed how balanced it is and how much this will improve your game as opposed to the earlier "unbalanced" editions have made it so that this is one of the main selling points of 4e and if it's not maintained then it decreases one of the main draws of the game for many.

Except that this is an issue with every large, expanding system out there, whether it be the World of Darkness or Rifts. Sourcebooks add more mistakes because they add more material. Only simple, static systems (Wushu) can even begin to approach the concept of perfection.

The 4E designers, however, seem to have a basic set of guidelines that powers are created with. While individual powers may not always be perfectly balanced against each other, they will be much closer in power than they might be if they were designed for a game like Rifts, which doesn't concern itself with balance between classes at all.

While I agree that it would be nice if we could live in an idealized world with no war, famine, or design mistakes, that simply isn't the case. I would think it rather obvious that when the advertisers speak of 4E's balance, they are referring to it in real world terms as opposed to those of a Platonic ideal.

Note: I've never seen the Warlock argued as the best striker and have only seen him labeled as mediocre to sub-par at best (perhaps this will be corrected in Arcane Power along with the Wizard).

Honestly, I have. It was in a thread discussing the various Striker classes around the time that the PHB was released last year. Various people posted their opinions, and then someone summarized it nicely by saying something like, "since no one seems to agree on why any of these is the best, I think the balance between them is probably pretty good". Of course, the thread went on at least another 10 pages after that, but then, this is the internet...

Pretty close is subjective and I have actually listed why the Ranger is an all-around better Striker than Warlock or Rogue. He has a higher average damage output... his Hunters Quarry is not subject to attaining a condition... He is proficient in more weapons & armor, than the Rogue and more weapons are applicable to his actual powers as opposed to the Rogue.

I'll grant that it is subjective. Very well, I will list counter-examples for why the Rogue is his equal.

1) If most encounters involved running into a randomized armory to equip yourself for the fight at hand, I'd agree with you that the Ranger's expanded weapon list is an advantage. As it stands, it's just flavor (well, some of it is balance; Rogues who regularly get combat advantage can already put out crazy damage; being able to sneak attack with a high x[W] power while wielding a greataxe would make them absurd).

2) Between Hunter's Quarry (target's the nearest enemy) and Prime Shot, the ranged Ranger is strongly encouraged to get close, if not as close, as the Rogue (which strongly mitigates the advantage that he gains from attacking at range).

The Rogue has only one less point of base armor than the ranged Ranger, but is designed for melee unlike ranged Ranger. Guess who will do better in a situation where he can't get the enemy out of his face, the guy designed for melee or the guy whose attacks grant opportunity attacks most of the time?

3) Rogue sneak attack, while admittedly more conditional, deals twice or almost twice the bonus damage that Hunter's Quarry does. This means that he only needs to have it apply (combat advantage) about half as often as the Ranger's Quarry to do equivalent damage, and if he somehow is able to gain it more often, he does more damage. It's situational, but gaining combat advantage in 4E is not very difficult in many cases. He won't have Sneak Attack as often as the Ranger will have Quarry, but Sneak Attack hits harder so in the end the odds are that it will average out.

*) IMO, Rogues have some of the coolest utility powers in the game.

There you have it. Three plus reasons that the Rogue is the Ranger's equal or better under the right conditions. It's only fair in thought experiments that if you assume ideal conditions for one class that you assume it for the other, and vise versa. So yes, such comparisons of classes tend to be subjective, as indicated by your conclusion that the Ranger is superior, and my differing conclusion that given the right conditions they can each be superior to the other, but will most likely balance out when given a series of conditions (aka, encounters).

No offense but your actual argument here is hard to follow. Spotlight Balance in combat is hindered by the simple fact that teamwork is so important in combat. Who gets to stand out and shine on their own when their decisions need to be based on how best to help the others in their group? Really your arguing that Spotlight balance is present and easier to maintain in D&D 4e (I think)... but Spotlight balance is where one character gets to showcase his abilities in return for allowing others in different situations to do the same during other times. Combat is about teamwork so how do these two ideas coincide?

Remember, my argument is that Spotlight Balance was redefined for 4E. Taken from one perspective, yes, you are correct that everyone is now sharing the spotlight. Taken as the point that I was trying to make, if the 4E Wizard tries to stand in for the Fighter as a Defender he's probably going to have a very short career.

To explain it another way: assuming a traditional party (which, to some extent, is a generalization that D&D has always made) everyone will have a brief stint in the spotlight on their turn every round (the defender will defend, the controller will control, etc.). It isn't the type of Spotlight Balance that you might be used to seeing, but that doesn't necessarily mean it isn't there. You just have to know where to look. Just like a chameleon, she has changed her colors to blend in.

So in specialized conditions and if he picks the right power (using thievery in combat) the Rogue is slightly faster than the Ranger, but overall the Ranger can do what the Rogue can (by spending one feat) and do all the things he can and use more weapons with his powers and wear better armor and do more damage on average, etc.

Slightly faster? Try three times as fast (more if the Rogue is an elf)! The Ranger can keep up with the Rogue if desired, but in this case it's the equivalent of a +5 to the Rogue's check (relatively speaking).

Also, powers function perfectly fine outside of combat (see the Doppelganger race in the MM). It's the difference between, "I creep across the courtyard" and "I quickly sneak past the patrol". Meaning no offense, but have you played 4E at all, because a lot of what you are saying seems like it is based on hearsay.

Remember that the example I gave is only a 2nd level utility power. It only gets better at higher levels (Chameleon PHB pg 120). Now the Rogue can quickly sneak across a moonlit courtyard right under the patrol's nose; let's see the Ranger do THAT.

I've already stated why I think the Rogue is conditionally the Ranger's equal, but let me go further to point out that even if he just keeps pace with the Ranger (which I already stated in my previous post puts the Rogue effectively one step ahead of him), he has one more feat to play with! So now the Rogue picks up the Backstabber feat and is dealing more damage than ever, while the Ranger cannot grab Lethal Hunter until he either decides to stop competing with the Rogue or runs out of feats to improve his thieving skills. Even if he does run out of feats, he's still not a better thief (assuming the Rogue decided to keep pace with him) but is a worse Striker. This has been termed opportunity cost, and is one of the few places where Naturalistic Balance has been somewhat retained.

I don't believe in absolutes, but we are talking majority here and the game... for all intents and purposes tries to balance itself around Concept Balance and not Spotlight or Naturalistic Balance. All I'm saying in the end is that I don't think games that become as subsystem and splat heavy as D&D always eventually becomes can effectively maintain balance based on concept. However there is no way to tell until we're looking back and naming the "unbalanced" things in the game 4 or 5 years from now.

I agree that Concept Balance was raised up and Naturalistic Balance taken down, but I still hold that while its portion of the pie may have been tweaked here or there, Spotlight Balance has primarily just changed its appearance in 4E, and is still quite evident as long as you know where to find it (in other words, it's more subtle at times). Whereas previously Spotlight Balance often was "the Wizard dominated this encounter but now we'll let the Rogue pick a lock", 4E often uses the spotlight in smaller increments "the Wizard dominated his turn of the round this encounter, but the Rogue can dominate his turn too, always assuming competent play and decent luck (which also applies to the Wizard)".

It's true, it will be a long time, if ever, before we know the accuracy of any of this. Considering that disagreements still arise about balance in editions all the way back to the original books, I doubt it will ever be completely settled. Nonetheless, it often makes for stimulating conversation and debate. :)
 
Last edited:

The DM isn't doing anything. The way the rules are set up are. Both players choose a class that's designated equal in power level, but one (by the rules) is given an edge. The player of the fighter cannot choose to use spells.

Nonsense. Unless he is somehow forced to play a fighter,

Again, the only way to absolutely prevent mechanical disparity in power between party members is to force all players to use exactly the same stats. The only way to absolutely prevent disparity in power between party members at all is to also force the players to play those same stats in the same way.

But, imagine for a moment that it is, in fact, the players which are choosing this disparity. Does that make any difference to you at all? What if the players were quite able to make all of the characters, regardless of class, balance equally, but chose not to. Does that make any difference at all?

Because, I submit, in 3e this is exactly what is occuring. The group could use their treasure jointly to make all the PCs roughly equal in power. Instead, the players choose to increase the power levels of their individual characters, whether or not it makes Bob obsolete. If the fighter needs more magic items to compete with the wizard, the group could give him more and the wizard less. This sort of balance is easy to achieve. Indeed, this sort of thing is strongly suggested in the 1e PHB (thank you, Gary!).

That it is not often achieved is not the fault of the rules.



RC
 

Didn't I say that?

Not explicitly and I didn't think so. You said "Far better to start Joe at 1st level in a seperate game area, and let Joe learn the system (i.e., earn merit) than to simply allow him to get his sequential 10th level PCs killed (and possibly his companions as well)." I thought you were suggesting a difference between him playing at 10th and 1st, that he would die sequentially at 10th but not at 1st.

Not so. The complexity of options increases as character level increases. Therefore, in order to maintain the same competent use of assets available, one must become more competent in terms of understanding those assets overall.

A 10th level game that assumes competence with assets is more complex than a 1st level game that assumes competence with assets (even if the same level of competence is assumed) because the 10th level game has more/more complex assets.

Not necessarily :)

Picking up the pregen dwarven fighter from the 1e Against the Giants (high level) is not much different than the pregen dwarven fighter from the slave lords modules (mid level) to the pregen dwarf in the back of B1 (low level) IIRC. The assets are mostly the same for each.

Creating a 3e wizard at 10th level is substantially more complex than one at 1st level with a lot more complex mechanics for a new player to get a handle on for both character creation and at the table resource management and game play, but there are some options as well to simplify things such as taking a wand for use as a general use repeatable combat tactic.

I'd also argue that D&D has enough wiggle room that not everything must be competently optimized lest disastrous catastrophe strike the player and the party, though there is room for that to happen as well.

Or Joe could create a first level character and you could all make first level characters with him without scrapping your existing game.

The answer that I advocated earlier, the answer that Gary advocated in the 1e DMG, and the answer that you ignored in your analysis.

This is an option I had not considered as separate from my first one where Joe makes a 1st level character and plays games separate from the high level one. It similarly does not strike me as a particularly good option. :)

When you are playing the new low level game you are not playing the ongoing high level one. Therefore the group now splits its time between the low level game with everybody, and the high level game with everybody except Joe. The goal is to include Joe, not to exclude him. I also would rather play one character a lot than split my time as a player among multiple characters.


Who said anything about "consciously wanting disparity in power between party members"? There is a difference between allowing disparity to occur and engineering it. If the players provide the ultimate balance in the game, then it is the players who create the power disparity. I believe in allowing the players to do so.

The only way to absolutely prevent mechanical disparity in power between party members is to force all players to use exactly the same stats. The only way to absolutely prevent disparity in power between party members at all is to also force the players to play those same stats in the same way.

Would you force your players to divide loot and magic items so as to maintain power balance? Would you force your players to choose only optimal options?

True there is a difference between allowing things to happen and consciously engineering disparities. However system imbalance has impacts on game play and party dynamics.

You need not absolutely prevent mechanical disparity between characters to prevent the problems of gross mechanical disparity.

In Rifts if you limit class selection carefully you can get roughly balanced options. Our group never had a pack rat glitter boy disparity in the party.

I encourage my groups (as both player and DM) to divide loot equally. If I see a player in my games picking significantly suboptimal choices I point it out to them and give similarly themed less suboptimal suggestions. If they make a suboptimal choice for flavor reasons or to deliberately play a suboptimal character I can react differently (suggesting IMO better alternatives or how I approach the charachter as a role-playing player or scene creating DM).

So let me return the question: Why would you consciously want a balance of power between party members instead of a power disparity? What goal is served?

Because, so far as I can tell, preventing a disparity of power can only be done by (1) making everyone the same, and (2) actively punishing good play. I, for one, want nothing to do with such a game.


RC

I consciously want a balance of power between party members instead of a disparity. In combat I want them each to be engaged and feel they are relevant. I don't want one PC to always dominate the spotlight. I don't want PCs to feel the others are engaging in combat while they must huddle under a table to avoid an instant death the others are not similarly risking. I don't want PCs feeling that when they do their thing another character can always do it better so they should leave it to the other character. Mechanics power balance affects these issues.

I'd agree that preventing disparity of power can be done by giving people options that are roughly the same power. I'm not seeing how actively punishing good play prevents disparity of power though unless you are suggesting a DM nerfs everyone down to a baseline uselessness. This latter, it should be obvious I'd think, is not necessary to provide roughly balanced power among PCs.

What do you mean by actively punishing good play to prevent power disparity?
 

The problem with this is it means D&D can only be played as a campaign from level 1 to X (X being the point at which the wizard has been overpowered for as long as the fighter was). Any deviation and the game breaks. That makes it one helluva limited game.

I don't agree with the basic assumption that wizards are overpowered at all (up until 3E). Turn based initiative did more to throw the wizard out of whack than any spell effect no matter how powerful. Rather than an even distribution of power round by round, the wizard's power was uncertain but very devastating when it worked. The fighter got a steady payoff rather than large risky returns. 3E took 90% of the wizard's/cleric's risk out of the equation and kept the payoffs big.

The old time wizard's had to dedicate precious daily resources to duplicate what a thief could do almost at will. If the DM permits casters all the time they would like to refresh spells and/or free access to all the scrolls/wands they want, then of course the thief will feel like a BMX bandit. Thats the fault of magic being too ubiquitous in the campaign and not an indication of casters being too powerful.

I don't recall our old campaigns "breaking" so easily unless Monty Haul syndrome set in. At that point is was our fault and not the rules at all.
Even when we did "break" the game it was still fun. The balance issue becomes more problematic when the players are more competitive, either as a group "against" the DM or with each other playing a constant game of my character is more awesome than yours.
 

But, imagine for a moment that it is, in fact, the players which are choosing this disparity. Does that make any difference to you at all? What if the players were quite able to make all of the characters, regardless of class, balance equally, but chose not to. Does that make any difference at all?

Sure, But there are more than one reason for this.

1 I'm taking this suboptimal choice because I like the flavor or concept of the choice and I'm unaware it is suboptimal.

2 I'm taking this suboptimal choice because I like the flavor of the choice and I'm aware it is suboptimal but willing to pay that price for the neat flavor of the character I want to play and it is the only option for achieving this concept/flavor.

3 I'm taking this suboptimal choice because I like the flavor of the choice and I'm aware it is suboptimal but willing to pay that price for the neat flavor of the character I want to play, because I mistakenly believe it is the only option to getting that flavor.

4 I'm taking this suboptimal choice because I want to play a suboptimal character.

5 I'm taking this suboptimal choice as a challenge to my min-max skills.

6 I'm taking this suboptimal choice as a challenge to my ability to play a mechanically suboptimal character as a badass.

7 I'm taking this suboptimal choice to explore how it actually plays out.

Because, I submit, in 3e this is exactly what is occuring. The group could use their treasure jointly to make all the PCs roughly equal in power. Instead, the players choose to increase the power levels of their individual characters, whether or not it makes Bob obsolete. If the fighter needs more magic items to compete with the wizard, the group could give him more and the wizard less. This sort of balance is easy to achieve. Indeed, this sort of thing is strongly suggested in the 1e PHB (thank you, Gary!).

That it is not often achieved is not the fault of the rules.

RC

Do you have a page reference for that as I don't recall it from the 1e PH. Its been decades but my memory was that the suggestion was for money to be evenly divided, items going to those who could use them, and dicing for general use items or taking turns with special loot.

Sharing loot unequally is distasteful to me and dividing it to even out character disparity is really against the plundering ethos I associate with D&D adventuring where everyone has a use for gold. "Sorry wizard, we know you wanted gold for new spell acquisitions and scroll creation, but most of your share always goes to the fighter." Expecting PCs to make such judgment calls about power disparity on a gp level instead of dividing loot evenly is just wierd IMO. There would even be a counterargument that it would do more good for the party to load up the most powerful character so they can do even more for the party. "Sorry Fighter, we know you wanted to upgrade your magic sword but we really want the wizard to have scrolls of utility spells on hand so we always give most of your share of the loot to him."
 

Nonsense. Unless he is somehow forced to play a fighter,

It's not nonsense, because once the player makes that choice, that's it, he has no choice but to use equipment that is sub par. If someone chooses to be the pitcher, there's no reason he should get a wooden bat, when the third basemen gets a metal one. It's not doing anything for the game. (Especially when the game tells you that the wooden bat is = to the metal one.)

Again, the only way to absolutely prevent mechanical disparity in power between party members is to force all players to use exactly the same stats. The only way to absolutely prevent disparity in power between party members at all is to also force the players to play those same stats in the same way.

Not really, because small deviations aren't the problem. And the deviations are generaly small when it comes to stats. The difference between the two subsystems was a major difference (and more importantly it wasn't different in a consistant way.)

But, imagine for a moment that it is, in fact, the players which are choosing this disparity. Does that make any difference to you at all? What if the players were quite able to make all of the characters, regardless of class, balance equally, but chose not to. Does that make any difference at all?

Sure, but that's not what was happening. Like you mention above, I have no issue if one player chooses to make his stats sub-par or uses his equipment in a "faulty" way. I only have an issue when despite what the player does, the equipment doesn't allow them to match.

Because, I submit, in 3e this is exactly what is occuring. The group could use their treasure jointly to make all the PCs roughly equal in power. Instead, the players choose to increase the power levels of their individual characters, whether or not it makes Bob obsolete. If the fighter needs more magic items to compete with the wizard, the group could give him more and the wizard less. This sort of balance is easy to achieve. Indeed, this sort of thing is strongly suggested in the 1e PHB (thank you, Gary!).

That it is not often achieved is not the fault of the rules.

There are a few things here that don't work for me.

Gary was a genious sure, and came up with a great game, but not all of it was perfect. I'm not sure he entirely understood just how spells would interact with the rest of the rules. 2e and 3e also changed a lot of the original baseline assumptions about spells, which also magnified the difference between the two systems.

In my opinion, it wasn't possible for the fighter (and no just the fighter) to "equalize" with the wizard, based on the difference in the equipment (spells vrs non spell.) Spells were just too flexible, powerfull, open to interpretation, and able to bend the rules too much to ever be accounted for properly. They just had too many instances that threw the system way out of whack.

So in the end, like I said I don't care if one character ends up being more powerful, or less powerful then another. That's not my goal. I don't care if one player can "play better" then another. That's not my goal either.

My goal is just to have the information the system gives me mean something. If I can't achieve an effective baseline from the start, the numbers it gives me are effectively worthless.





RC[/QUOTE]
 

Remove ads

Top