Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5823383" data-attributes="member: 54877"><p>No matter where you draw the line on balance--between classes, over an adventure, spotlight, "don't care as long as the class is interesting," etc.--practically speaking, there will be mistakes. There will also be spots where because of your playstyles, players, campaign world, etc. that even if the balance is set right for an average game, it doesn't work for yours. So assume we have a "balance meter".</p><p> </p><p>The "balance meter" could be quite complex (within limits), but for sake of example, let's say that it is a number somewhere between a fraction of 1 and 3. Perhaps .5 to 2. This number is what is applied to any experience gained. If we were roughly imitating BECMI, we might use the Fighter table as the standard (at least through name level), and make the thief .6, the cleric .75, and the wizard 1.25.</p><p> </p><p></p><p>Why would we want this? Well, besides the frank admission that balance is elusive and can vary by environment:</p><ul> <li data-xf-list-type="ul">The designers have a class that they really like that is simply not balancing well without destroying the intended flavor and/or adding on stuff that doesn't really belong for power padding. Do it the way they envision and give it an appropriate default on the meter.</li> <li data-xf-list-type="ul">People can vote over time for what the numbers ought to be. Get a good voting system (throw out extremes and so forth), and it gives people a better idea of where the true balance lies.</li> <li data-xf-list-type="ul">You don't want to fool with this during advancement, but you've got a new player in a group of veterans (or vice versa). Ignore the meter, but steer the inexperienced players to classes with higher numbers, while giving the veterans a challenge.</li> <li data-xf-list-type="ul">If certain multiclass options are overly powerful or weak, adjust the resulting balance number to compensate. (Normally, you'd simply weight the factors by number of levels in each class.)</li> <li data-xf-list-type="ul">Gives another factor to use for clear bans--no classes sitting above 1.5, for example.</li> <li data-xf-list-type="ul">You care a little about balance, but not a lot. Players start however they want, but if some particular character starts dominating (because of the character mechanics), adjust retroactively. This is nicer than taking abilities away.</li> </ul></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5823383, member: 54877"] No matter where you draw the line on balance--between classes, over an adventure, spotlight, "don't care as long as the class is interesting," etc.--practically speaking, there will be mistakes. There will also be spots where because of your playstyles, players, campaign world, etc. that even if the balance is set right for an average game, it doesn't work for yours. So assume we have a "balance meter". The "balance meter" could be quite complex (within limits), but for sake of example, let's say that it is a number somewhere between a fraction of 1 and 3. Perhaps .5 to 2. This number is what is applied to any experience gained. If we were roughly imitating BECMI, we might use the Fighter table as the standard (at least through name level), and make the thief .6, the cleric .75, and the wizard 1.25. Why would we want this? Well, besides the frank admission that balance is elusive and can vary by environment: [LIST] [*]The designers have a class that they really like that is simply not balancing well without destroying the intended flavor and/or adding on stuff that doesn't really belong for power padding. Do it the way they envision and give it an appropriate default on the meter. [*]People can vote over time for what the numbers ought to be. Get a good voting system (throw out extremes and so forth), and it gives people a better idea of where the true balance lies. [*]You don't want to fool with this during advancement, but you've got a new player in a group of veterans (or vice versa). Ignore the meter, but steer the inexperienced players to classes with higher numbers, while giving the veterans a challenge. [*]If certain multiclass options are overly powerful or weak, adjust the resulting balance number to compensate. (Normally, you'd simply weight the factors by number of levels in each class.) [*]Gives another factor to use for clear bans--no classes sitting above 1.5, for example. [*]You care a little about balance, but not a lot. Players start however they want, but if some particular character starts dominating (because of the character mechanics), adjust retroactively. This is nicer than taking abilities away. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
Top