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[4e] Wizard as good as a Fighter in Standard Melee
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<blockquote data-quote="ObsidianCrane" data-source="post: 4546889" data-attributes="member: 54918"><p>Rather than just say exactly what everyone else has said I'll try a more design based approach.</p><p></p><p>Basic Design Q&A</p><p>Q - Why do people play the game?</p><p>A - To have fun.</p><p></p><p>Q - Mechanically what can we do to ensure all players have fun?</p><p>A - Give all player's the same mechanical chances of success all else being equal.</p><p></p><p>Q - If we make the chance of success the same how do we distinguish classes/characters?</p><p>A - Flavour of effects, and secondary mechanics.</p><p></p><p>The above summarises 4E nicely. You can make a character with flat ability scores so they would perform equally in any class. This gives them the same fundamental success rate. So differentiation is achieved via other mechanics. This means core balance always exists and game balance is kept by a wide range of balancing factors not all of which are immediately obvious.</p><p></p><p>This is why 4E is one of the best designed pen and paper games to date imo. Its underlying assumptions are balanced while at the same time its broader balance is highly flexible and robust. There is a lot to be learnt from 4E about RPG design.</p></blockquote><p></p>
[QUOTE="ObsidianCrane, post: 4546889, member: 54918"] Rather than just say exactly what everyone else has said I'll try a more design based approach. Basic Design Q&A Q - Why do people play the game? A - To have fun. Q - Mechanically what can we do to ensure all players have fun? A - Give all player's the same mechanical chances of success all else being equal. Q - If we make the chance of success the same how do we distinguish classes/characters? A - Flavour of effects, and secondary mechanics. The above summarises 4E nicely. You can make a character with flat ability scores so they would perform equally in any class. This gives them the same fundamental success rate. So differentiation is achieved via other mechanics. This means core balance always exists and game balance is kept by a wide range of balancing factors not all of which are immediately obvious. This is why 4E is one of the best designed pen and paper games to date imo. Its underlying assumptions are balanced while at the same time its broader balance is highly flexible and robust. There is a lot to be learnt from 4E about RPG design. [/QUOTE]
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