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Balance Meter - allowing flavorful imbalance in a balanced game
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<blockquote data-quote="BobTheNob" data-source="post: 5825572" data-attributes="member: 82425"><p>I think balance is an illusion(no pun intended). </p><p></p><p>Inevitably balance nearly always relates to what a character does in a fight, The more you try to achieve it, your just going to turn around and end up saying "Ooops, I just turned this edition into a (yet another) combat boardgame".</p><p></p><p>I picked up 4e thinking it was great, the tightest most well defined edition of D&D ever, where class balance was wire tight (with errata...). Now, after years of obsessing over class balance, I have to say Im over it. I feel like for all my righteous belief in my mechanical comprehension I missed something vital to what D&D actually is....</p><p></p><p>Rogues dont HAVE to be great in a fight. They do so much outside of a fight, so why balance them against a fighter? Wizards are wild cards that can contribute in so many ways, so why label them "controller" and turn them into a combat weapon?</p><p></p><p>Let characters be combat challenged, but let them be interesting. The Game which I want to DM I want a really low amount of combat. I want it to be exploration and narration, where players live or die by their imagined solutions to problems and how there characters particular traits enforce that. Where pulling out your sword isn't the solution to every...single...encounter.</p><p></p><p>I have come to understand something I knew when I was much younger but forgot in the rules saturation of 3e and up : D&D is not a combat board-game, its so much more than that, and I cant shake the feeling that the more we focus on "balance", the more we are just going to relegate 5e to yet another "roll for initiative" game.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5825572, member: 82425"] I think balance is an illusion(no pun intended). Inevitably balance nearly always relates to what a character does in a fight, The more you try to achieve it, your just going to turn around and end up saying "Ooops, I just turned this edition into a (yet another) combat boardgame". I picked up 4e thinking it was great, the tightest most well defined edition of D&D ever, where class balance was wire tight (with errata...). Now, after years of obsessing over class balance, I have to say Im over it. I feel like for all my righteous belief in my mechanical comprehension I missed something vital to what D&D actually is.... Rogues dont HAVE to be great in a fight. They do so much outside of a fight, so why balance them against a fighter? Wizards are wild cards that can contribute in so many ways, so why label them "controller" and turn them into a combat weapon? Let characters be combat challenged, but let them be interesting. The Game which I want to DM I want a really low amount of combat. I want it to be exploration and narration, where players live or die by their imagined solutions to problems and how there characters particular traits enforce that. Where pulling out your sword isn't the solution to every...single...encounter. I have come to understand something I knew when I was much younger but forgot in the rules saturation of 3e and up : D&D is not a combat board-game, its so much more than that, and I cant shake the feeling that the more we focus on "balance", the more we are just going to relegate 5e to yet another "roll for initiative" game. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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