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Balance... does it really matter that much to you?
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<blockquote data-quote="Psion" data-source="post: 1452307" data-attributes="member: 172"><p>Your poll... and this paragraph... are a false dichotomy.</p><p></p><p>Too much emphasis on balance? In some corners, perhaps. There comes a point at which dissimilar abilities cannot really be directly compared, and their true difference in power cannot be universally determined, as it falls beneath the random noise that is variance in campaign conditions.</p><p></p><p>Think it should be thrown out the window? No. If one doesn't minimize those blatant imbalances, some options lose their appeal, and players who like the lesser option has less fun because they contribute less and feel outclassed. Not to mention that some things can be a headache for the GM.</p><p></p><p></p><p>In my games, it really sort of depends. I let some things slide that I might flag in other games depending on the attitude of the players and the tone of the campaign.</p><p></p><p>In the Second World campaign I just (re)started, I am using <em>Factory</em>. As if to emphasize the weakness of point-buy style systems (which Factory sort of has for robots), the player bought robot options that put his spot at +33 at 4th level. Now normally I would smack this down as this is one of those things that can be a pain in the GM's neck. But I was in a mood to throw him a bone and it's not like the was compromising competancies of the rest of the group, plus I play a little more "fast-and-loose" when running a second world game, playing into its wilder "anything goes" feel. I probably wouldn't allow that in my classic high fantasy setting.</p><p></p><p></p><p>So I guess my final admonition is a combination of:</p><p>"Don't sweat the small stuff"</p><p></p><p>and</p><p></p><p>"Use at your own risk."</p></blockquote><p></p>
[QUOTE="Psion, post: 1452307, member: 172"] Your poll... and this paragraph... are a false dichotomy. Too much emphasis on balance? In some corners, perhaps. There comes a point at which dissimilar abilities cannot really be directly compared, and their true difference in power cannot be universally determined, as it falls beneath the random noise that is variance in campaign conditions. Think it should be thrown out the window? No. If one doesn't minimize those blatant imbalances, some options lose their appeal, and players who like the lesser option has less fun because they contribute less and feel outclassed. Not to mention that some things can be a headache for the GM. In my games, it really sort of depends. I let some things slide that I might flag in other games depending on the attitude of the players and the tone of the campaign. In the Second World campaign I just (re)started, I am using [i]Factory[/i]. As if to emphasize the weakness of point-buy style systems (which Factory sort of has for robots), the player bought robot options that put his spot at +33 at 4th level. Now normally I would smack this down as this is one of those things that can be a pain in the GM's neck. But I was in a mood to throw him a bone and it's not like the was compromising competancies of the rest of the group, plus I play a little more "fast-and-loose" when running a second world game, playing into its wilder "anything goes" feel. I probably wouldn't allow that in my classic high fantasy setting. So I guess my final admonition is a combination of: "Don't sweat the small stuff" and "Use at your own risk." [/QUOTE]
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Balance... does it really matter that much to you?
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