Majoru Oakheart
Adventurer
We didn't really think too much about game balance back when we played 2e. I mean, the rules were just there to help simulate a fantasy world. If that fantasy world meant that Wizards were immensely powerful and had the ability to defeat 10 enemies to every 1 a Fighter could defeat, it only meant they were doing their job properly.
It wasn't until I had started DMing that I began to notice balance issues. It was around the time someone in my group chose to be a race from Spelljammer(in a Spelljammer game) that got a +1 to Strength. So, he rolled an 18 and then had a 19 strength. Then he took a kit that made him even better at hitting. He was able to hit most enemies on a very low roll and the damage bonus he had from his strength ended up killing most enemies in one hit.
When the rest of the party noticed his ability to take care of the enemies much faster than they could, they started giving the best magic items they found to him without even arguing. If the rest of the party had +2 items, he had the one +3 item.
When I realized that nearly every battle for 5 sessions had gone the same(I miss with 90% of my attacks, he hits with 90% of his and kills enemies outright) I decided that the game needed to be a bit more challenging. I started to increase the strength of the enemies I used against the party. Unfortunately, they were defeated just as easily. So I increased the power again, which actually caused the rest of the group to start participating in combats again(previous to this, they kept saying "I'm not going to waste spells, the fighter has this"), but with the help of the rest of the party it was just as easy. I wanted them to actually worry about their lives, so I increased the power of the enemies AGAIN the next session. And killed everyone except the fighter. He barely took any damage.
It was about that time that I decided to really take notice of balance issues. The rules were getting in the way of the atmosphere I wanted at the game I was running. I started considering what I could do to fix it. I started telling players that they couldn't just have any kit they wanted, they had to run each and every one past me. The more I reviewed them, the more I realized how many of them had overpowering abilities. I had to say no over 50% of the time.
We weren't extremely conscious of the Wizard/Fighter gap, but only because we just took it for granted. Wizards were supposed to complain that they didn't have anything to do after they cast their only spell at level 1. They got to sit in the corner doing nothing during combat. That was their punishment for making everyone else feel useless when they got to higher level and defeated entire encounters with one fireball. Once WOTC came along with 3e and said "Maybe Wizards should be just as powerful as Fighters? Wouldn't that be more fun?" that all of us jointly looked at each other and thought "Wow! Wouldn't that be nice? But it's rather impossible."
It wasn't until I had started DMing that I began to notice balance issues. It was around the time someone in my group chose to be a race from Spelljammer(in a Spelljammer game) that got a +1 to Strength. So, he rolled an 18 and then had a 19 strength. Then he took a kit that made him even better at hitting. He was able to hit most enemies on a very low roll and the damage bonus he had from his strength ended up killing most enemies in one hit.
When the rest of the party noticed his ability to take care of the enemies much faster than they could, they started giving the best magic items they found to him without even arguing. If the rest of the party had +2 items, he had the one +3 item.
When I realized that nearly every battle for 5 sessions had gone the same(I miss with 90% of my attacks, he hits with 90% of his and kills enemies outright) I decided that the game needed to be a bit more challenging. I started to increase the strength of the enemies I used against the party. Unfortunately, they were defeated just as easily. So I increased the power again, which actually caused the rest of the group to start participating in combats again(previous to this, they kept saying "I'm not going to waste spells, the fighter has this"), but with the help of the rest of the party it was just as easy. I wanted them to actually worry about their lives, so I increased the power of the enemies AGAIN the next session. And killed everyone except the fighter. He barely took any damage.
It was about that time that I decided to really take notice of balance issues. The rules were getting in the way of the atmosphere I wanted at the game I was running. I started considering what I could do to fix it. I started telling players that they couldn't just have any kit they wanted, they had to run each and every one past me. The more I reviewed them, the more I realized how many of them had overpowering abilities. I had to say no over 50% of the time.
We weren't extremely conscious of the Wizard/Fighter gap, but only because we just took it for granted. Wizards were supposed to complain that they didn't have anything to do after they cast their only spell at level 1. They got to sit in the corner doing nothing during combat. That was their punishment for making everyone else feel useless when they got to higher level and defeated entire encounters with one fireball. Once WOTC came along with 3e and said "Maybe Wizards should be just as powerful as Fighters? Wouldn't that be more fun?" that all of us jointly looked at each other and thought "Wow! Wouldn't that be nice? But it's rather impossible."