Thomas Shey
Legend
However: An imbalance coded into the system can create a mismatch in expectations or a general incompatibility.
Because we've literally heard from folks on here--IIRC Charlaquin, or possibly Steampunkette?--how their innocent pursuit of thematic stuff for a character caused them to become stupidly powerful (e.g. taking Incantatrix because they thought "oh cool, my character loves tinkering with spells, this perfectly expresses that!"), while other players at that same table, equally innocently pursuing thematic stuff for their characters, caused them to end up being far weaker and far less able to contribute.
Though its not particularly directly relevant here (it wasn't a D&D game or even fantasy) I sometimes tell the story about my wife putting together a Mutants and Masterminds 2e character and talking to me about it (we were both players in the game) and her watching as a look of dawning horror came over my face as I realized she'd quite innocently stumbled into a really, really bad corner case in the rules that was going to blow up the first time she used an ability she was talking about taking on her character. I use it as an example of design mistakes having potential implication that reaches well beyond deliberate abuse.
I mean, we can literally see how the design of 3e did exactly that. The designers expected people to play the game precisely as they did 2e, as though all the benefits and detriments were unchanged. In fairness, early on, most did just that. Then people started playing the game actually presented to them, and rather a lot of problems appeared.
I still maintain that there must have been either very limited blindtesting there, or those in charge of it must have ignored results that seemed off from anything they'd seen in direct playtesting. It seems impossible some of the problems that became endemic later would have remained unseen otherwise.


