Azurewraith
Explorer
To me balance means 4th edition or rather everyone gets the same abilities just with different names and fluff.
To me balance means 4th edition or rather everyone gets the same abilities just with different names and fluff.
Oh I never meant it was a good thing but to me that is what balance is but that stems from about 3years of hard core Arena. Well pure balance anyway. I agree things are often better when out of balance an example is "hey Mr.wizard that rock is blocking your path, move it" wizard rolls uber low "sorry it doesn't budge" "hey Mr barbarian move it" rolls low but adds his +5str "oh cool you moved it".I agree with this statement completely, though I mean it in the most negative, derogatory way possible. To have a completely 'balance' game mechanically, everything needs to be identical.
That, to me, is also the least interesting way to design a game that I can think of.
What balance should be in my opinion, and this is how I try to structure my games, is everyone feeling fulfilled as part of the game experience. After every session, I ask my players what they did and didn't like. Some of the answers have surprised me, as stuff I thought went terribly was beloved and stuff I thought was great . . . wasn't. But as long as everyone is enjoying themselves, I call it a win.
I've said it before: there is no way that, on an ability-for-ability basis, a person who alters reality with a word and a person who pokes sharp sticks through things are going to be on an even power level. At least not without the "everything the same but with different names" approach. So to make the game balanced, or enjoyable, we need to look beyond that constraint.
Much of the burden for such an approach falls on the DM, and the players. That's fine. If I didn't want stuff falling on the DM and players, I'd play a video game instead of D&D.
What I find laughable is the game designers getting a free ride on not putting enough work into balancing things and then getting defended by people who say its not the designers' job to balance things its the DM's job. Great way to produce the perfect game lol
What I also find laughable is that if you think its the DM's job to balance things, why do you care if the game gets balanced differently? Can't your DM just adjust things at your table accordingly?hmmmm......
Why bother? His arguments are illogical. When people base their arguments on fallacy, you can't use reason or logic to argue against them, because it will just fall away like water off a duck's back.
So now you're telling people the right way to play the game. Nice.
And balance gives players more genuine choices rather than the illusion of choice.
I agree with this statement completely, though I mean it in the most negative, derogatory way possible. To have a completely 'balance' game mechanically, everything needs to be identical.
That, to me, is also the least interesting way to design a game that I can think of.
What balance should be in my opinion, and this is how I try to structure my games, is everyone feeling fulfilled as part of the game experience. After every session, I ask my players what they did and didn't like. Some of the answers have surprised me, as stuff I thought went terribly was beloved and stuff I thought was great . . . wasn't. But as long as everyone is enjoying themselves, I call it a win.
I've said it before: there is no way that, on an ability-for-ability basis, a person who alters reality with a word and a person who pokes sharp sticks through things are going to be on an even power level. At least not without the "everything the same but with different names" approach. So to make the game balanced, or enjoyable, we need to look beyond that constraint.
Much of the burden for such an approach falls on the DM, and the players. That's fine. If I didn't want stuff falling on the DM and players, I'd play a video game instead of D&D.
I want a game where choices are meaningful, where there aren't options that vastly overshadow others, as well as no "reasonable" options that are vastly weaker than others. In combat, I want characters of similar roles to be able to contribute similarly. Out of combat, I want every character to be able to hold spotlight time, regardless of the roleplaying skill of the individual character. I want choices to mean something, and to not have too many "optimal" choices.
And balance gives players more genuine choices rather than the illusion of choice.
The DM who has a huge impact in my view on all of what you say above. Certain choices are always going to be better with certain DMs and with certain settings, adventures, etc. Is what you want even achievable?
Not necessarily. The reason being that "balance" can mean so many things.
For example, let's take weapons. Let's balance it so that all weapons do the same damage. Every weapon now does 1d8 damage. This is balanced. It also renders any choice meaningless.
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