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Are we all becoming balance lawyers?
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<blockquote data-quote="Herobizkit" data-source="post: 2995150" data-attributes="member: 36150"><p>I'm sort of on the same page with JRRNeiklot; in the role-playing game of D&D, you are choosing to PLAY a ROLE in a GAME. The GAME aspect assumes that players will not be identical, that each ROLE offered will have strengths and weaknesses which require players to work (or PLAY) together to accomplish a common goal. Wizards blast, Fighters fight, Rogues sneak, Clerics heal; at its inception, D&D is essentialy <strong>Gauntlet</strong> on 'roids.</p><p></p><p>But then you have players who want more than the dungeon crawlin', monster brawlin', arrow shootin', treasure lootin' game. They want "deep" characters, characters who expand beyond their in-game abilties. They have rich personae, motivations, desires, relationships, what have you. The GAME aspect has been eclipsed by the ROLE-PLAYING aspect of the "shared hallucination" of a fantasy world.</p><p></p><p>So, how does one ROLE balance against one another? You have the "core 4" which are still, at their basest form, your "typical" fantasy roles (we could argue the "Cleric" being atypical, but for the sake of argument, it's one of the boys).</p><p></p><p>But then you have the Barbarian. And the Druid. And the Bard. All of which try to fill another niche in the GAME aspect of D&D, but are really catering more to the ROLE-PLAYING aspect of the game; each comes from a specific area in a campaign world, each offering unique abilities that may or may not mesh with other roles in the game. For example, throw a Barbarian, Ranger, Druid, and (say) a Paladin together. The Paladin sticks out like a sore thumb. Now put the party in a city-based adventure; now the Paladin becomes the hero while the others stand around and wonder why they're there. </p><p></p><p>The classes make a vain attempt to balance the GAME verus the ROLE-PLAYING. You can measure GAME results, but ROLE-PLAYING becomes more difficult to gauge.</p><p></p><p>I think that's my point, anyway. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="Herobizkit, post: 2995150, member: 36150"] I'm sort of on the same page with JRRNeiklot; in the role-playing game of D&D, you are choosing to PLAY a ROLE in a GAME. The GAME aspect assumes that players will not be identical, that each ROLE offered will have strengths and weaknesses which require players to work (or PLAY) together to accomplish a common goal. Wizards blast, Fighters fight, Rogues sneak, Clerics heal; at its inception, D&D is essentialy [B]Gauntlet[/B] on 'roids. But then you have players who want more than the dungeon crawlin', monster brawlin', arrow shootin', treasure lootin' game. They want "deep" characters, characters who expand beyond their in-game abilties. They have rich personae, motivations, desires, relationships, what have you. The GAME aspect has been eclipsed by the ROLE-PLAYING aspect of the "shared hallucination" of a fantasy world. So, how does one ROLE balance against one another? You have the "core 4" which are still, at their basest form, your "typical" fantasy roles (we could argue the "Cleric" being atypical, but for the sake of argument, it's one of the boys). But then you have the Barbarian. And the Druid. And the Bard. All of which try to fill another niche in the GAME aspect of D&D, but are really catering more to the ROLE-PLAYING aspect of the game; each comes from a specific area in a campaign world, each offering unique abilities that may or may not mesh with other roles in the game. For example, throw a Barbarian, Ranger, Druid, and (say) a Paladin together. The Paladin sticks out like a sore thumb. Now put the party in a city-based adventure; now the Paladin becomes the hero while the others stand around and wonder why they're there. The classes make a vain attempt to balance the GAME verus the ROLE-PLAYING. You can measure GAME results, but ROLE-PLAYING becomes more difficult to gauge. I think that's my point, anyway. :uhoh: [/QUOTE]
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