Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sage Genesis" data-source="post: 6792473" data-attributes="member: 6706099"><p>Roleplaying games are not stories. Stories have pre-defined narratives which exist to satisfy only an audience, not the participants of the story itself. So let us just say that I for one reject your definition of "true" roleplaying games.</p><p></p><p></p><p>Edit:</p><p>I suppose you could also say there are improv make-it-up-as-you-go-along types of stories. Which is fair, but even there you usually don't have one participant who gets to add more and better parts to the story than others just because he wrote "wizard" on his name badge.</p><p></p><p></p><p>Edit2:</p><p>Actually let's take this one step further. What do we all mean when we talk about "balance"? I'm copy-pasting this from elsewhere, but there's several different kinds.</p><p></p><p>Numerical Balance: Ensuring that most characters' raw numeric outputs (bonuses, damage, etc.) are roughly on par when averaged out over a range of typical gameplay scenarios.</p><p>Narrative Balance: Ensuring that all player characters' abilities are roughly equal in narrative scope (as distinct from being equal in mechanical scope).</p><p>Spotlight Balance: Furnishing mechanical incentives for all player characters to receive approximately equal "screen time".</p><p>Contributory Balance: Structuring the game's major player character archetypes so that, for a given set of assumptions about the shape of play, each archetype is equally able to contribute to the group's success.</p><p>Build Balance: Preserving interest in player-driven character creation as a discrete minigame by ensuring that the process of character-building isn't dominated by obvious "no brainer" choices.</p><p>Tactical Balance: Preserving interest in mechanically mediated conflict - which may or may not boil down to combat - by ensuring that turn-to-turn decision making isn't dominated by obvious "no brainer" choices.</p><p>Logistical Balance: Ensuring that the game's mechanical resource economy presents interesting choices during play, such that success is dependent on effective management of mechanical resources.</p><p>PVP Balance: Preserving interest in player-versus-player conflict by ensuring that the various player character archetypes can fight each other on reasonably even mechanical footing.</p><p></p><p></p><p>In a "true" roleplaying game, which of these is bad? Which of these is good? Which of these are outright ignored? People throw the word "balance" around too often without specifying what they actually mean with that.</p></blockquote><p></p>
[QUOTE="Sage Genesis, post: 6792473, member: 6706099"] Roleplaying games are not stories. Stories have pre-defined narratives which exist to satisfy only an audience, not the participants of the story itself. So let us just say that I for one reject your definition of "true" roleplaying games. Edit: I suppose you could also say there are improv make-it-up-as-you-go-along types of stories. Which is fair, but even there you usually don't have one participant who gets to add more and better parts to the story than others just because he wrote "wizard" on his name badge. Edit2: Actually let's take this one step further. What do we all mean when we talk about "balance"? I'm copy-pasting this from elsewhere, but there's several different kinds. Numerical Balance: Ensuring that most characters' raw numeric outputs (bonuses, damage, etc.) are roughly on par when averaged out over a range of typical gameplay scenarios. Narrative Balance: Ensuring that all player characters' abilities are roughly equal in narrative scope (as distinct from being equal in mechanical scope). Spotlight Balance: Furnishing mechanical incentives for all player characters to receive approximately equal "screen time". Contributory Balance: Structuring the game's major player character archetypes so that, for a given set of assumptions about the shape of play, each archetype is equally able to contribute to the group's success. Build Balance: Preserving interest in player-driven character creation as a discrete minigame by ensuring that the process of character-building isn't dominated by obvious "no brainer" choices. Tactical Balance: Preserving interest in mechanically mediated conflict - which may or may not boil down to combat - by ensuring that turn-to-turn decision making isn't dominated by obvious "no brainer" choices. Logistical Balance: Ensuring that the game's mechanical resource economy presents interesting choices during play, such that success is dependent on effective management of mechanical resources. PVP Balance: Preserving interest in player-versus-player conflict by ensuring that the various player character archetypes can fight each other on reasonably even mechanical footing. In a "true" roleplaying game, which of these is bad? Which of these is good? Which of these are outright ignored? People throw the word "balance" around too often without specifying what they actually mean with that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
Top