GMforPowergamers
Legend
how did you end up with characters 6 levels apart?, the 2nd level ranger used her turn to carry the 8th level ranger's beast companion closer to the enemy so the beast could then successfully reach the enemy
how did you end up with characters 6 levels apart?, the 2nd level ranger used her turn to carry the 8th level ranger's beast companion closer to the enemy so the beast could then successfully reach the enemy
It is a West Marches CoS/Ravenloft campaign where each player can have up to 3 active PCs. A different combo of players and PCs is present each session and only those PCs present for a session earn XP (or, if a PC dies, the player can give their XP to one of their other PCs). The 8th level character has survived since the start of the campaign (Jan 2021). The 2nd level PC is run by a newer player who created the character a month ago (and just hit 3rd level last session). We use session based XP for ease of tracking.how did you end up with characters 6 levels apart?
I don't understand this. I understand you may mean a small gradient (and I am cool with it being small) but I can't help but imagine Monte Cook laughing at a new players who choose 'trap choices'.I also don't want all players, spells, etc. always to be equally powerful.
Building off the already stated "Batman and Superman" vs "Janitor Joe and Superman," one of my big issues is generally that it is actually really HARD to actually pull this off. That is, Batman on paper reads like a ridiculous Mary Sue: "I'm a world-class, beyond-Olympic athlete, one of the smartest men in the world, attractive, rich beyond the dreams of Avarice such that my entire superhero lifestyle can be hidden in a line item in the financial reports of my global business conglomerate. My parents were killed when I was eight which is what gave me the motivation to save others from suffering that kind of loss. Oh, and the man who raised me is a badass former British secret service agent, my adopted son is a similarly orphaned incredibly gifted gymnast and overall very sharp kid, and my main love interest is one of the world's leading catburglars and also a rich socialite with her own multimillion corporation." By comparison even Superman, the Man of Steel himself, begins to sound surprisingly restrained.But the goal of balance is for every player to have, over time, to have roughly the same amount of time in the spotlight and equal fun.
I mean, I'm probably in the top five advocates for balance on this board, and I will always tell people to STOP doing this because it's not good gameplay....so....good?Changing to this style from trying to balance everything around my own party
I value all of those things too. I see literally nothing that prevents such behavior in a well-balanced game. Indeed, your use of M:TG is a lovely example, because it IS a game that strives very hard for balance so that those clever plays have greater impact. When a game is unbalanced, it features dominant strategies, which will crowd out other approaches unless someone finds a way to make a non-dominant strategy so massively useful that it can't be ignored. In a well-balanced game, by contrast, subtle interplay becomes the key difference between victory and defeat; the small contextual differences matter, and a careful plan that actually factors in the situation at hand will almost always be superior to just following the tried and true playbook.I don't want any one player, group of players, spells, or abilities to take over the whole game, but I also don't want all players, spells, etc. always to be equally powerful. The beauty of clever combos is in the way they short-circuit the ordinary game balance, and I never want to discourage from my players' cleverness in devising such tricks. I think of it analogously to M:tG: if there are no heavy power cards and combos, the game loses its appeal.
So I do want to be careful about maintaining a certain measure of balance, but never so much that sneaky/clever players can't break the game and take us all to unexpected places. I like unexpected places.
I think the way the discourse around 5E combat design has evolved has had a pernicious effect on this. Notably, 5E DMG gives you some complicated math to allow you to calculate an encounter's balance to your specific party, and the 3rd-party encounter planners also gave this idea that you input your party's configuration and balanced everything around them - this was certainly how I designed my encounters for the first few years I DM'd. It was only after reading an article by the Angry GM that talked about the difficulty treadmill and how to avoid it that I realised that the tiered system I'm currently using would feel more fun.I mean, I'm probably in the top five advocates for balance on this board, and I will always tell people to STOP doing this because it's not good gameplay....so....good?
The two most pernicious falsehoods about game balance are that it has to be perfect and is thus impossible (when, in truth, balance within a defined acceptable range is both totally achievable and very effective), and that it must be keyed lockstep to player progression (which is patently ridiculous and leads to a greatly impoverished experience).
MCU Hawkeye suffers from 'why is he here?' having become part of his character, although they did an okay job of making his 'he has a family, reminding the others of why they fight for good, etc.' schtick a big deal. Marvel comics in general have always hewed pretty close to being about the interpersonal relationships and struggles superheroes have while being superheroes as mostly a backdrop (Chris Claremont era X-Men made Nightcrawler interesting and Angel boring, despite them both having oft-not-even-used transport powers, simply because the writers happened to like Nightcrawler).Thor and Hawkeye fighting on the same team, even against the same villains is, sadly an artificial construct. While Hawkeye's skills are beyond impressive, he needs a plot coupon, like a special Negative Zone arrow or something, to be able to even faze most of Thor's rogues gallery.
I've always seen this working in-universe as sometimes, Superman is too much for certain threats. The risk of him accidentally using his powers to seriously maim or harm "street-level" thugs, means it's important to have a wide variety of skills and powers available to a team (and if you need to see what unrestrained supers can do, The Boys is a good example).
This makes it phenomenally hard to balance the system, certainly for the developers. Lots of playstyles that mutually exclusively reward specific decisions. A lot of games deliberately constrain their intended scope specifically to deal with this.This is a great discussion and it reminds me of a Matt Colville video he made where he talked about the problem talking about D&D is that generally everyone, whether they like it or not, plays their own version of D&D, between house rules, or setting parameters, play styles, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.