jgbrowning
Hero
Dr_Rictus said:Okay, I'll bite: what's the difference between "the undesired" and "negative?"
The undesired is intra-character power imbalances. A negative would be any other penalty.
joe b.
Dr_Rictus said:Okay, I'll bite: what's the difference between "the undesired" and "negative?"
jgbrowning said:The situation I thought off when writing the question was when the party's fighter died three times in one day (he was 14th level or so). Once by save or die, once on a BIG crit, and once heroically protecting the wizard from death by acting the meat shield. He ended up three levels below the rest of the party after the game. That wasn't pleasing for me, him, nor everyone else. This triggered my thought pattern concerning the design choices.
joe b.
jgbrowning said:Ok, the idea behind D&D classes is that they should be roughly balanced to increase gaming fun. Now, when you die you lose a level. This disrupts the concept of balance. In higher level games, it's possible to have one character die several times while another doesn't die once leading to even more power discrepancy. I'm trying to justify a death penalty involving level loss, when the holy grail of 3E is character to character game balance.
Thoughts?
joe b.
jgbrowning said:I guess this is where we disagree. The guy only needs a new character because of the punishment mechanic that's counter to the balance design of the rest of the game. Story wise and character wise everything was still perfectly ok.
I'm wondering why they went with the level loss instead of CON loss.
jgbrowning said:I'm wondering why they went with the level loss instead of CON loss.
joe b.
Any unbalancing due to some discrepancy in character levels due to death and raising are highly overrated. IMO/IME.jgbrowning said:I'm trying to justify a death penalty involving level loss, when the holy grail of 3E is character to character game balance.
Thoughts?
BiggusGeekus said:Or just give them a number of "lives" to use up. Like in a video game. Let them take a feat to gain two extra lives back. Yes, it's silly. But with enough flavor text it could be cool.
fusangite said:Joe, I think you are defining "balance" like a Swede instead of an American. Balance is about equality of opportunity not equality of outcome. Balance merely serves to place players on a level field of play with one another; it is not designed to harmonize character power.
If people play equally well, they have equally powerful characters. But if people play badly by
(a) not showing up for games
(b) not playing well enough to earn bonus XP (if such is awarded in a game)
(c) multi-classing inappropriately
(d) getting killed
(e) playing a powerful character inefficiently or incompetently, failing to make effective use of the XP/levels he or she has
they get to be less powerful and do less stuff. That's balance; now I think you can distort balance into equality of power but that entails some minor rule changes.
EDIT: As to the dying several times problem, my typical solution to major XP disparity is to let the player introduce another character at close to the average party level. Dying that many times and surviving starts to hurt the story; at that point, the mechanics should pressure a player into retiring their character, whether it's his fault or simple bad luck.