Hot take: get rid of the "balanced party" paradigm


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Of course you do. You get to basically do nothing for the first few levels, whilst other PCs have to work really hard, and you can just shrug and say "I can't do much!", plus they have to protect you, because you're vulnerable as hell, then you get to be grossly OP and do whatever the hell you want. It's like growing up as an extremely rich kid.

It's not like its a mystery why some people love "everyone has to protect me until I get to be grossly OP" lol is it? But its not good design, nor interesting design for anyone but the OP people. Everyone else gets kind of shoved aside.
Heck, MOBAs formalized this role as "ADCs"/"Carries".
 

It's not like its a mystery why some people love "everyone has to protect me until I get to be grossly OP" lol is it?

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He even got the girl.
 

Of course you do. You get to basically do nothing for the first few levels, whilst other PCs have to work really hard, and you can just shrug and say "I can't do much!", plus they have to protect you, because you're vulnerable as hell, then you get to be grossly OP and do whatever the hell you want. It's like growing up as an extremely rich kid.

It's not like its a mystery why some people love "everyone has to protect me until I get to be grossly OP" lol is it? But its not good design, nor interesting design for anyone but the OP people. Everyone else gets kind of shoved aside.
I am a fan whether that is my character or not
 

Heck, MOBAs formalized this role as "ADCs"/"Carries".
Yeah that's a great example, though Carry has more recently just become a term for basically any class which isn't tank or support in a lot of situations (I recently read a build guide for Rogue Trader which insisted on referring to all non-Officer characters as "carries").

I am a fan whether that is my character or not
I'm not saying that's not true, but if you largely play PCs who are beneficiaries of such a situation, then that's very easy to claim, even if you occasionally played ones who weren't. Unless we had a complete record of every single 3.XE/PF1 PC you played (which even you presumably wouldn't have), it would be hard to assess how meaningful a claim this is.

I know the two players I play with who didn't immediately like 4E much, fairly consistently played PCs who were major beneficiaries of LFQW in 3.XE, with the odd exception (which tended to be brief).
 

A loose sandbox with relatively weak characters, mostly driven by the DM coming up with "fun encounters"?

I would generally call that "casual play". It lacks the intensity of focus to have a specific agenda and playstyle.
No, it's not a sandbox at all, it's just that the "narrative" isn't fixed and deliberately subject to character input. It doesn't lack focus and it isn't casual; the focus is on immersion and roleplaying rather than on narrative or dungeon-crawling. It's reacting to the same things that trad was originally reacting to, while also gaining the benefit of seeing early trad stumble around trying to find out what works and avoiding what doesn't.
 


A discussion about the 1E/2E 'balanced across time' paradigm with regards to the balanced-party paradigm should probably mention that the 1E/2E thief was a quasi-mandated* role, starts out low-power, and ends up low-power (despite a favorable xp chart).
*not as much as a cleric, bashing in doors and throwing HP against traps is a viable strategy.

Speaking more generally, I am in favor of playstyles where a group gets to choose their role loadout, and then selectively curate the adventures they attempt based on their capabilities/what they want to do. If everyone wants to play a wizard or no one wants to play a cleric, choose adventures where that is non-suicidal. The game system has to play ball on this, as does the GM. Regarding the former, modern D&D has opened up some things (HP recovery, tracking, trap-finding), but other things (higher-level status removal like the greater Restoration-like spells) are still locked behind a few class options. The GM can address this by making sure potions/scrolls are available. To the later, a GM can set up a sandbox campaign, but if any direction you look there are challenges only a balanced party can reasonably accomplish, it leaves the locked role-requirements intact. This can be addressed simply by not doing so.

Trying not to stick with D&D-like examples, there's a wide variety in how much this issue arises. Few games have the level of mandatory role as various D&Ds with healer or even trapfinder classes, although that can depend on player's choosing activities like above (if you have no netrunner in Shadowrun/Cyberpunk, you choose jobs where it isn't a necessity). More often, it's closer to fighters vs wizards in D&D, where some tasks are simply harder (lack of tank, no area-effect against minion swarms, etc.). Traveller where no one has a military background or Star Wars where no one plays a force user can run into this (depending on iteration of the rules). Honestly, open-/build-a-bear games like Hero System can run into this kind of situation ('no one made a flier?' 'no one can breath underwater?') as or more easily than many of the defined-role games.
 
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Plenty of games don’t have expectations of a fantasy D&D clone. Call of Cthulhu scenarios don’t usually require a healer, fighter, or magic-user. That particular paradigm isnlt assumed for Deadlands either.
 


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