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General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
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<blockquote data-quote="DEFCON 1" data-source="post: 5826483" data-attributes="member: 7006"><p>The sad part is that there already *are* options in the game that you can select to make your character purposely weak. But heaven forbid anyone actually choose those options.</p><p></p><p>The problem here is entirely one of <em>ego</em>.</p><p></p><p>Players are afraid of looking like idiots.</p><p></p><p>Any player right now can EASILY make a roleplay-heavy character that is not focused on combat. Simple. Put your high ability scores in those that modify the skills you want to focus on instead of your attack mod, and use all your feat slots to take those "roleplaying" feats that help define your character.</p><p></p><p>But you know why most players don't do that? Because they are afraid other players are going to look at them funny because they are purposely gimping themselves. I mean come on... how many times do we hear people go on and on about they now HAVE to take all the "feat tax" feats, like Expertise and the defense feats, yadda yadda yadda? The fact that these feats are now in the game means that they are FORCED to take them, because otherwise they look like a noob player who can't build a character out of a paper bag.</p><p></p><p>Instead... these players would rather have the GAME ITSELF restrict everything so that they can build their PC as best as the game allows the character in the sub-optimal build to be... and have the personal satisfaction of running a "roleplaying-centric" character, but be the <em>gosh-darned best</em> roleplaying-centric character possible. If they can choose to play a sub-optimal concept but build it as optimally as possible... they get the best of both worlds. The "roleplay-centric" character that isn't just a combat-junkie cookie cutter... and the ego-massage of knowing that they took a bad concept and <em>made it the best</em>. After all... what does that say of their skills of playing the game if they can take a really bad option that the game system gives them, and make it actually somewhat functional? It means they're GREAT at this!</p><p></p><p>But when you make all options fairly balanced and good across-the-board... they can't do that anymore. They now have to <em>choose</em> to take less optimal options even when better ones exist, and deal with mental blow of knowing that other players might internally tsk-tsk them when the PC fails in a fight.</p><p></p><p>It's the same story all the time for some people. Just like the 'errata' issue. Better for it to <em>not exist at all</em>, then for it to be there and force the player to choose not use it (and thus look kind of foolish to other people in the process.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5826483, member: 7006"] The sad part is that there already *are* options in the game that you can select to make your character purposely weak. But heaven forbid anyone actually choose those options. The problem here is entirely one of [I]ego[/I]. Players are afraid of looking like idiots. Any player right now can EASILY make a roleplay-heavy character that is not focused on combat. Simple. Put your high ability scores in those that modify the skills you want to focus on instead of your attack mod, and use all your feat slots to take those "roleplaying" feats that help define your character. But you know why most players don't do that? Because they are afraid other players are going to look at them funny because they are purposely gimping themselves. I mean come on... how many times do we hear people go on and on about they now HAVE to take all the "feat tax" feats, like Expertise and the defense feats, yadda yadda yadda? The fact that these feats are now in the game means that they are FORCED to take them, because otherwise they look like a noob player who can't build a character out of a paper bag. Instead... these players would rather have the GAME ITSELF restrict everything so that they can build their PC as best as the game allows the character in the sub-optimal build to be... and have the personal satisfaction of running a "roleplaying-centric" character, but be the [I]gosh-darned best[/I] roleplaying-centric character possible. If they can choose to play a sub-optimal concept but build it as optimally as possible... they get the best of both worlds. The "roleplay-centric" character that isn't just a combat-junkie cookie cutter... and the ego-massage of knowing that they took a bad concept and [I]made it the best[/I]. After all... what does that say of their skills of playing the game if they can take a really bad option that the game system gives them, and make it actually somewhat functional? It means they're GREAT at this! But when you make all options fairly balanced and good across-the-board... they can't do that anymore. They now have to [I]choose[/I] to take less optimal options even when better ones exist, and deal with mental blow of knowing that other players might internally tsk-tsk them when the PC fails in a fight. It's the same story all the time for some people. Just like the 'errata' issue. Better for it to [I]not exist at all[/I], then for it to be there and force the player to choose not use it (and thus look kind of foolish to other people in the process.) [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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