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6E But A + Thread
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<blockquote data-quote="EzekielRaiden" data-source="post: 9740581" data-attributes="member: 6790260"><p>But that isn't actually balance. Like even in a long-term sense, it's not actually balance.</p><p></p><p>It's literally <em>not</em> long-term balance, because <em>in the long term, things become more unbalanced than they were before</em>.</p><p></p><p>Instead, it is, at absolute best, temporary middle-term balance: a range of levels where the exponential wizard is comparable to the linear fighter, rather than painfully behind or ridiculously ahead.</p><p></p><p>Long-term balance looks either like oscillation, where two things repeatedly crisscross one another and neither maintains a lead for long, or like convergence, where two things take different paths to reach the same result. Middle-term balance just means you have two things genuinely comparable <em>over some range</em>, and anywhere else, anything goes.</p><p></p><p>It straight-up <em>is not</em> balanced to make one thing objectively horrible for the early run, comparable for a little while, and then objectively the best thing after that. Because all that does is teach players, "Optimize the early run so you can get nigh-infinite power. Keep trying until you get it, because once you get it, you'll be too powerful to lose."</p><p></p><p>Keep in mind, I don't accept uniformity as balance. That's the lazy non-answer. True balance--asymmetrical balance, where different paths <em>really are different</em>, but they're still comparable across a broad range of play--is a difficult but extremely rewarding target to reach. Many, many games have achieved it. D&D is only special by its all-too-frequent stubborn refusal to even <em>try</em> to seek it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9740581, member: 6790260"] But that isn't actually balance. Like even in a long-term sense, it's not actually balance. It's literally [I]not[/I] long-term balance, because [I]in the long term, things become more unbalanced than they were before[/I]. Instead, it is, at absolute best, temporary middle-term balance: a range of levels where the exponential wizard is comparable to the linear fighter, rather than painfully behind or ridiculously ahead. Long-term balance looks either like oscillation, where two things repeatedly crisscross one another and neither maintains a lead for long, or like convergence, where two things take different paths to reach the same result. Middle-term balance just means you have two things genuinely comparable [I]over some range[/I], and anywhere else, anything goes. It straight-up [I]is not[/I] balanced to make one thing objectively horrible for the early run, comparable for a little while, and then objectively the best thing after that. Because all that does is teach players, "Optimize the early run so you can get nigh-infinite power. Keep trying until you get it, because once you get it, you'll be too powerful to lose." Keep in mind, I don't accept uniformity as balance. That's the lazy non-answer. True balance--asymmetrical balance, where different paths [I]really are different[/I], but they're still comparable across a broad range of play--is a difficult but extremely rewarding target to reach. Many, many games have achieved it. D&D is only special by its all-too-frequent stubborn refusal to even [I]try[/I] to seek it. [/QUOTE]
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