Micah Sweet
Level Up & OSR Enthusiast
You said balance was important in a competitive game earlier, but D&D is (usually) not a competitive game. I was confused.D&D is a cooperative TTRPG, mere fairness is entirely inadequate.
You said balance was important in a competitive game earlier, but D&D is (usually) not a competitive game. I was confused.D&D is a cooperative TTRPG, mere fairness is entirely inadequate.
Because social is more, well, social than mechanical generally, and because WotC doesn't care about exploration no matter what they say. Move beyond WotC, and D&D has all sorts of exploration options.The thing I keep running into with this is the hacker problem. In D&D combat, everyone has something to do. They have different roles, but everyone can contribute. In exploration and social, not so much. A few classes utterly dominate both pillars. Sit there and do nothing while someone else does everything for 20-30 minutes is both terrible design and boring as hell. It’s why, over time, every class was buffed to have plenty of things to do during combat. So why not do the same with the rest of the game?
It's just not good balance.Asymmetrical design/balance is not a sin.
If you're not just saying that to imply that there's no such thing as balance because you can just make up an arbitrary definition that makes any example of imbalance or unfairness 'balanced,' how about a definition?For a given definition of balance.
I suppose it could have better phrased it:You said balance was important in a competitive game earlier, but D&D is (usually) not a competitive game. I was confused.
This is one of those posts, where I want to like it, because this bit is so on-point., and because WotC doesn't care about exploration no matter what they say. Move beyond WotC, and D&D has all sorts of exploration options.
But I just have to disagree with this bit.Because social is more, well, social than mechanical generally
My take on it is that you want balance so different characters can interact at about the same level and have as much time to do things in a game session. I would really like it if we would fully expand the social and exploration pillars so that each class has something they can do during a session, but that seems unlikely. If a fighter doesn't have anything to do in the social or exploration parts of the game (and by that I mean they have no class features that apply there) I would expect them to be awesome in combat. If a game is a mix of all three pillars, then the fighter can feel awesome when you say "roll initiative" while the bard can be awesome in social situations and the rogue or ranger can be great at exploring. To me, that's balance.You said balance was important in a competitive game earlier, but D&D is (usually) not a competitive game. I was confused.
It's just not good balance.
If you're not just saying that to imply that there's no such thing as balance because you can just make up an arbitrary definition that makes any example of imbalance or unfairness 'balanced,' how about a definition?
The one I've encountered that makes the most sense to me is: a balanced game maximized the number of choices presented to the player that are both meaningful, and viable.
In a perfect world, maybe. But that’s not how D&D is designed. Every class gets a 2-3 in combat and classes get between 0-3 in social and exploration. And the totals are not equal. Oh, and combat is mechanically far more important than the other two combined, takes up far more time than the other two combined, and is the focus of the game.I think Asymmetrical balance is fine, It is a kind of balance.
You get 6 points, to put in 3 containers, and no contain can have more than 3.
Social
Explore
Combat
You can go with 2,2,2. You can go with 1, 3, 2, you can go with 0,3,3. All are 'balanced' for the definition that everyone gets 6.
Its a consideration of the game/adventure design, to ensure that each are acceptable/viable choices, but also one of player expectation.
You don't have to be 'on par' to be meaningfully contributing in a given pillar, because there's a lot of things to do in a given pillar. Combat is the one D&D has most thoroughly developed. In combat, the fighter "tanks" in the front line, the Barbarian rages and swings for the bleachers, the Bard buffs them with a song, maybe heals them if they're hurt, and the Rogue sneaks around and backstabs the enemies engaged with the fighter.I don't believe a Fighter or Barbarian should be remotely on par with a Bard or Rogue, in the Social pillar, any more that a Bard/Rogue, should be able to keep up with a Fighter/Barbarian in Combat.
That's not a definition of balance, it's just a specific example of a rule. It might be an example of fairness, in that everyone gets the same number of choices.You can go with 2,2,2. You can go with 1, 3, 2, you can go with 0,3,3. All are 'balanced' for the definition that everyone gets 6.
If you sufficiently constrained adventure design that each pillar got "equal time" in some (maybe not literal) sense, fine, you could impose balance on that example. You're doing so at the expense of the players (especially the GM in a typical TTRPG) opportunities to play the game/"tell the story" they want.Its a consideration of the game/adventure design, to ensure that each are acceptable/viable choices, but also one of player expectation.
I agree, but more mechanical means of social interaction (beyond simple skill checks) seem to be unpopular with players, and we all know how the biggest RPG publisher decides what to design and release.This is one of those posts, where I want to like it, because this bit is so on-point.
But I just have to disagree with this bit.
If you decide to handle the social pillar by just, well, socializing, it's like handling the combat pillar by fighting (with boffers or something, stay safe), or the exploration pillar by delving into your school's old steam tunnels. It works, it might be a tad unfair to the player whose just bad at that sorta thing, but, you're not really playing your character, anymore, you're playing yourself.![]()