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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="hanez" data-source="post: 5827107" data-attributes="member: 82160"><p>That all sounds great. In my play its usual casual conversation with the DM. And players are always free to switch anyways once they get the feel of a game. Often what I do is the player says "I may wanna play a barbarian" and I say cool, well if you want, tell me and well make sure your bard dies a glorious death. Then we figure out some railroad to let him die but save a princess or soemthing and all of a sudden hes the town hero, a martyr. And then a new character lets call him conan walks into town, and guess what hes the same level as you guys. I know its cliche, but fun all the same.</p><p></p><p>I would argue for 50% combat, 25 percent exploration, and 25% social usually works well in my games. The social is the stuff that makes the combat memorable in my experience.</p><p></p><p>As to the math, CrazyJerome, I see your point. But it seems to me in one recent edition they took the math VERY seriously, and I know my group couldnt get away from it no matter how hard we tried. And Im definitely not alone, looking at Pathfinder, its not all grognards, its also full of players that like a different style of game that was pretty much abandoned. Still I think we agree on most of the issues.</p></blockquote><p></p>
[QUOTE="hanez, post: 5827107, member: 82160"] That all sounds great. In my play its usual casual conversation with the DM. And players are always free to switch anyways once they get the feel of a game. Often what I do is the player says "I may wanna play a barbarian" and I say cool, well if you want, tell me and well make sure your bard dies a glorious death. Then we figure out some railroad to let him die but save a princess or soemthing and all of a sudden hes the town hero, a martyr. And then a new character lets call him conan walks into town, and guess what hes the same level as you guys. I know its cliche, but fun all the same. I would argue for 50% combat, 25 percent exploration, and 25% social usually works well in my games. The social is the stuff that makes the combat memorable in my experience. As to the math, CrazyJerome, I see your point. But it seems to me in one recent edition they took the math VERY seriously, and I know my group couldnt get away from it no matter how hard we tried. And Im definitely not alone, looking at Pathfinder, its not all grognards, its also full of players that like a different style of game that was pretty much abandoned. Still I think we agree on most of the issues. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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