Right, but I'm not sure what the salience of that is, beyond a design philosophy that what you're choosing from should be (presumably equally) "viable" with regard to what they bring to the (game) table
Exactly that. Equally-weighted player-facing choices can be readily, even quantitatively evaluated for balance.
Unlike verisimilitude which is wholly subjective. (OK, to be clear, the way you're using it, "to refer to a world that "makes sense," often
despite its fantastical elements" it is wholly subjective ... actually, it's also
arbitrary.) The dictionary definition, it's just back to realism)
. I'm suggesting that such a thing can't be systematized to any meaningful degree, at least not without restricting the scope of pla
I mean, there are 12 classes. You pick one. They gain abilities as you level that are delineated. What's the obstacle. That you can declare actions no covered by the rules? Sure, there are an infinite number of actions that you could declare that have no effect on the progress of the cooperative game. I don't see how that matters. TTRPGs are interesting in that players can take them in almost any direction, but they still present finite sets of tools with which to do that, the actual system (which is, by definition 'systematized'). That system can be evaluated for balance among other qualities, some quantitative (like some measures of balance), some qualitative, some objective, many subjective (like verisimilitude).
y to the point where it's going to hurt verisimilitude for a lot of people.
How can you determine how many people's verisimilitude will be harmed by a game that is not radically imbalanced? When verisimilitude is a subjective perception, in the first place?