Games need to be balanced
I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
I think this is even less important with a cooperative game like D&D.
Games need to be balanced
I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
For one yes.Superheroes?
how is Monopoly not balanced, you all start out the same, and since there is no level progression you all stay the same from a balance perspective. One player owning more / better streets is the equivalent to magic items, not buildsI don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
It's notorious, really, in itself, it provides very little in terms of meaningful choices. You mostly do what the dice and cards tell you, when you land on a property and can buy it, it's generally best to do so. The most meaningful decisions would be negotiating with other players, which is not governed by the rules.how is Monopoly not balanced, you all start out the same, and since there is no level progression you all stay the same from a balance perspective. One player owning more / better streets is the equivalent to magic items, not builds
In competitive games, fairness, which is, really, a lower standard than balance, is a minimum. In comparison to balance, fairness is each player has the same choices as the others (for instance, all could make the same choice, if it clearly the best choice), if imbalanced, some choices would non-viable (experienced players avoid them, they serve only as traps for the unwary) or meaningless (serving only to distract naive players from important choices).I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
I think this is even less important with a cooperative game like D&D.
I think we'd find equal agreement regarding desirable caster power as we would with martial power.That second thing. If no one can agree on an example, then it's not useful.
big if, I definitely do not consider the MCU even remotely what I want, doesn’t mean there cannot be a two minute sequence in one movie that I am ok with…
If not, then let's actually state what we're trying to model and why and then actually try to get there, instead of basing our decisions on what we don't want.
True, there are real challenges in modeling a genre in a typical TTRPG. One of them is that most variations on the fantasy genre have a Hero, and some ancillary characters. The hero may be the most powerful, or not, but will be the most important, typically making the most dramatic/meaningful/critical choices, or just have the most importance to the reader on some level. The other characters can be fun for the reader/viewer, even antagonist who they can love to hate. But that doesn't translate well to a cooperative game.Oh sure. I understand how genres don't generally need to balance caster and martial archetypes and frequently would avoid doing so to showcase the "power" of one vs the other.
The trouble is that dramatically asymmetric power at the table feels bad for those who expect their character to be a peer with other PCs rather than a sidekick.
So maybe it's not a great design goal to effectively model a genre with wide gulfs in power between character archetypes, when other options ate available.
"Competitive games" is a mutually exclusive category with nearly anything using a roll-to-move model, and quite specifically with Monopoly and Clue.I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
I think this is even less important with a cooperative game like D&D.