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*TTRPGs General
Achieving Balance
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<blockquote data-quote="Leatherhead" data-source="post: 4881089" data-attributes="member: 53176"><p>Oh I want to take a stab at this.</p><p></p><p><strong><u>Dependent Balance</u></strong></p><p></p><p>The Player Characters are forced into several different roles, with each character excelling at a different one. Typically these roles are defined by what mechanic they specialize in. A few common archetypes are Healer (one who undoes enemy damage), Tank (one who absorbs the most of enemy damage), Damage-Dealer (one who deals the most damage to the enemy), Buffer (one who gives their allies bonuses) and Debuffer (one who imposes limitations on the enemy). These are not the only possible roles, and the roles are mutable to an extent, with one or more of them sometimes folded into the others. </p><p></p><p>What distinguishes this form of balance is that the characters cannot (or at least, are not expected to) function adequately outside of a group that contains several different roles. This type of balance is similar to "revolving spotlight," except that all characters are expected to function at the same time.</p><p></p><p>The upside is that it gives more breathing room for balance. One of the roles can be slightly more powerful than the others, but it will be glossed over due to the fact that they cannot get anything done without help from everyone else. The hardest balance comes from comparing multiple characters with the same role, which is easier and faster than balancing the character against every other possible character.</p><p></p><p>There are a few related downsides. It leads to extreme specialist characters, who literally cannot function outside of a group. And if one member of the group is removed for whatever reason (be it absence of the player or mechanical reasons) the group will suffer greatly. </p><p></p><p>This kind of balancing act tends to fall apart with the introduction of "Hybrid" characters, who combine two or more of the games defined roles into one character. Such hybrids typically end up unable to perform any role adequately, or able to perform their roles well enough that non-hybrid characters are not considered. Additionally, (in cases where hybrids are preferred) if one role is noticeably more powerful than the others, any hybrid character who does not use that role will fall behind in balance.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 4881089, member: 53176"] Oh I want to take a stab at this. [B][U]Dependent Balance[/U][/B] The Player Characters are forced into several different roles, with each character excelling at a different one. Typically these roles are defined by what mechanic they specialize in. A few common archetypes are Healer (one who undoes enemy damage), Tank (one who absorbs the most of enemy damage), Damage-Dealer (one who deals the most damage to the enemy), Buffer (one who gives their allies bonuses) and Debuffer (one who imposes limitations on the enemy). These are not the only possible roles, and the roles are mutable to an extent, with one or more of them sometimes folded into the others. What distinguishes this form of balance is that the characters cannot (or at least, are not expected to) function adequately outside of a group that contains several different roles. This type of balance is similar to "revolving spotlight," except that all characters are expected to function at the same time. The upside is that it gives more breathing room for balance. One of the roles can be slightly more powerful than the others, but it will be glossed over due to the fact that they cannot get anything done without help from everyone else. The hardest balance comes from comparing multiple characters with the same role, which is easier and faster than balancing the character against every other possible character. There are a few related downsides. It leads to extreme specialist characters, who literally cannot function outside of a group. And if one member of the group is removed for whatever reason (be it absence of the player or mechanical reasons) the group will suffer greatly. This kind of balancing act tends to fall apart with the introduction of "Hybrid" characters, who combine two or more of the games defined roles into one character. Such hybrids typically end up unable to perform any role adequately, or able to perform their roles well enough that non-hybrid characters are not considered. Additionally, (in cases where hybrids are preferred) if one role is noticeably more powerful than the others, any hybrid character who does not use that role will fall behind in balance. [/QUOTE]
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