D&D General The Importance of Verisimilitude (or "Why you don't need realism to keep it real")

Would you mind sourcing that quote? I recently picked up Rob Kuntz's new release regarding Robilar, and "underpowered" wasn't the word that came to mind when reading his adventures.
That's exactly the point. Robilar had a ludicrous gear list and Rob Kunz himself was very good at reading Gygax. Fighters were balanced with Kunz not the average player in mind.
 

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Would you mind sourcing that quote? I recently picked up Rob Kuntz's new release regarding Robilar, and "underpowered" wasn't the word that came to mind when reading his adventures.
DMG p120, repeated on p121 is the quote that springs to my mind, tho it mentions magic-users dominating play, rather phrasing it as fighters needing help. It may not be what neoncameleon was thinking of. There are a number of such pronouncement, I think. Things like regretting the magic system, the famous warning about the "weird wizard show where players get bored quickly" and so forth. 🤷‍♂️
 
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Classes are one example. They're a big one, in D&D.
I disagree with calling them "one" example. Each class feature is something that needs to be judged in isolation (e.g. the recent playtest idea that wizards can swap out a prepared spell with 1 minute of work), since things like multiclassing and subclasses mean that you can't necessarily presume what a given character of a given level will have.
The theoretically unrestricted possibilities of a TTRPG are a very real appeal. But they don not cause the system, itself, to become infinite, imponderable, or immune from reasonable evaluation.
Well now we're getting into definitional issues of what sort of evaluation is "reasonable." Again, I'll note that a lot of people agree, when talking in the abstract, that fighters have it worse than wizards. And yet fighters remain a more popular class. Clearly, the balance issue isn't a thing for a considerable number of people; I propose that verisimilitude has something to tell us about why that is.
As I mentioned, above, improving balance by removing an option is possible, when that option is invalidating multiple other options, but replacing the offending option with a balanced one will necessarily be a greater improvement in balance.

Balance isn't about restricting options, it's about maximizing real options.

Verisimilitude is arguably about restricting options - someone wants to play a certain concept, you object that it will ruin your verisimilitude.
Neither of these things have matched my experience. A lot of people disliked the restrictions that wizards labored under in AD&D 1E and 2E, and so those restrictions were removed, and wizards became "unbalanced." The restrictions, in other words, were what kept balance with regards to magic-users and martials. Now, the obvious answer to the LFQW issue would be to restore those restrictions, bringing balance back to the Force, but no one wants that. Instead, they're trying to square the circle of having a character built under non-supernatural assumptions have option-parity with the most supernatural-wielding character under the system...which is proving difficult (and seems to want to redefine the character to also be supernatural in what they can do, which under the idea of balance makes the non-magical fighter a sub-optimal class unto itself).

Contrast this with verisimilitude, which maximizes options by arming the players with an understanding of how the world works, and so makes it clear that what can be done doesn't end with what's written on the character sheet. Each scenario encountered in actual play is unique, yet operates according to understandable rules, and so allows for characters to contribute regardless of their class, feats, etc. Remember the anecdote I mentioned about my barbarian flipping the table to crush the swarm? There's no abstract metric of balance that could have quantified that; you only get it from verisimilitude.
Verisimilitude can be placed in conflict with anything at any time, since it is subjective and arbitrary, by the very definition you game, of 'making since' in spite of fantastic elements.

In other words, you judge what you think makes sense, and then arbitrarily excuse some of those things as fantastic, while demanding other be removed.
On the contrary, verisimilitude takes arbitrariness out of the equation, since the entire point of it is to define how/why the world works the way it does. While specific instances of play are situational and varied, the internal logic of the game world remains self-consistent, meaning that the players have ways of interacting with it separate from an abstract measurement of cross-indexing class abilities, racial traits, feats, etc.

To put it another way, situationality is not arbitrary. Once the rules of the world are set, anything that contradicts that needs to be explained, lest it break immersion.
Well, 4e was a reasonably balanced game, and over 2 years, presented 23 classes, 2 of which were arguably sub-par, but still usable.

5e is a decidedly imbalanced game, and, over 10 years, has presented 13 classes, 6 of which are on an entirely different plane of sheer power and versatility from the others.
And yet the latter was better received than the former. Now, there are all sorts of reasons for that (in my opinion) that was beyond a simple comparison of systems. But I don't think the issue of balance versus verisimilitude is a non-issue there.
And then, there was 3.5 ....
Which was beloved enough to spawn Pathfinder, giving us another two years of 3.5 and a decade of PF1. Not bad for a system with balance issues.
 


That's exactly the point. Robilar had a ludicrous gear list and Rob Kunz himself was very good at reading Gygax. Fighters were balanced with Kunz not the average player in mind.
I'm not sure there's a cause-and-effect thing here. Rob Kuntz absolutely played Robilar in a manner that confounded Gary's style (with regard to bypassing encounters rather than engaging them and eschewing the use of a map), but I don't think that Gary subsequently held that was indicative of fighters being an overpowered class. He was very much aware that Rob's play-style was exceptional.
 


Nah. Fighters need weapon specialisation in TSR editions - and to walk around covered in magic items like a Christmas tree. Gygax openly said they were underpowered. (Admittedly that's possibly due to Rob Kunz/Robilar and player skill)
I don't agree with Gygax. Fighters got the most hit points, the best saves, proficiency with the most weapons, the best attack matrix, and could clear an area of little enemies in no time. Considering the lower hit points and damage of everything in those days, that all makes a big difference.

Just because you like editions Gygax was heavily involved with doesn't mean you have to agree with all his opinions. That goes for every designer, by the way.
 

correct. That's the context, the tables are weighted for that purpose
121, first paragraph, 120, middle of the second column, aprox
Right, but that's in the context of dominating play through magic item acquisition, not a statement that magic-users dominate the game in-and-of themselves. It says that class is "sufficiently powerful" is all.
 


Right, but that's in the context of dominating play through magic item acquisition, not a statement that magic-users dominate the game in-and-of themselves.
I mean, table weighted to give fighters lots of items they need, and deny magic-users.
Net result, fighter many items, magic-users a few.
That's mean to 'balance the game'
The implication would be, net of items, the magic-user was ahead.

But, it's like, it was 1979, it was one of multiple ways EGG tried to balance the classes, some of which were just ...odd... and, most of which have been entirely abandoned, without actually replacing them with anything else.
 

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