My biggest issue with balance was that it is always just an illusion on a piece of paper. Once we allow players to control the perfectly balanced character the balance is messed up as all players are not equal. For years when I ran D&d games at cons I would give some people the same character sheets (becasue I was lazy) but not tell them. At the end of there session they would be convinved that one person was a few levels higher then the other person just because one players was better or luckier then the other.
I don't think that equality of experience has ever been a realistic design goal. Dunno if it even is a desirable design goal -- people want different things out of their games.
However, IMHO equality of
opportunity is desirable. Just because people are bad at measuring a thing -- like equality of opportunity -- does not mean that thing is irrelevant!
It is worth noting that 1st/2nd editions are not nearly as wizard centric as people tend to claim. No bonus spells and the opposition having good saves crimps a wizard's style somewhat fierce.
Also, rolling to see if you can learn spells. This is like rolling for stats or HP: it's a form of meta-amortized pwnage, or balance by rarity. You may eventually play a Wizard who can learn whatever spell it was you wanted to learn, but it isn't up to you when that happens.
I suspect you could balance teleports with the addition of (easy to use) traces and blocks. But I agree that, out of the box, teleport is too strong to be risk free!
What I did in my D&D 3.5e game was:
- Teleportation is noisy!
Blink is like someone shouting "bampfh!",
teleport is as loud as thunder, and
plane shift is like a divine thunderclap, which echos for miles around.
- Teleportation is slow!
Blink happens normally, but
teleport actually takes 3 rounds to "finish", and the noise of an incoming teleport is loud enough that anyone in the area knows what's coming.
- You can only teleport to a place you personally have been. Thus, adventurers are often hired to go places to which teleport routes are desired.
There is a bit of a problem of what the balance actually achieves. Character effectiveness? Player enjoyment? Moments of Awesome? Mathematical similarity? Unique Contributions? Narrative control? All sorts of different ways to measure it.
That's exactly what this thread is about. Looking at all the different ways D&D has been "balanced" over the years, and how the idea of balance has evolved.
The desire to play the "cool concepts" introduced for non-humans in Unearthed Arcana, as well as the human-only Barbarian class, already blew the old balance to smithereens! As with Weapon Specialization to help the Fighter keep up, Method V was an attempt to prop up humans and establish a new balance.
What of the monsters, then? Well, Gary wrote that he envisioned pulling out again the trick of bigger Hit Dice (d10, d12 and d20) that had been applied to Demons in Eldritch Wizardry. Even without that, the opponents in Monster Manual II (including the infamous "deadly domestic cat" capable of dealing up to 5 points in a round) tended, I think, to be a bit tougher than comparable creatures in the first MM.
Fascinating. I wasn't paying nearly enough attention to the rules changes back then, and had no idea the arms race between character and critter had already begun in earnest.
I played several 1Ed Barbarians...never had an issue with them.
What level range?
Cheers, -- N