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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="BobTheNob" data-source="post: 5827229" data-attributes="member: 82425"><p>Now thats a nice closing statement. I want players to be able to dictate their solutions without the answer being "draw my sword" every time.</p><p></p><p>Another system I like is FATE. Its so far removed from D&D its hard to compare, but it tries to do something very unique. In encourages "organic" story growth. You just sort of put together a frame work (location, NPC's, whats going on) and once thats done let the players move there characters (which are fairly free form to put together) through the story they create.</p><p></p><p>The reason I bring that up is that you can play through as total non combatants, because the players dictate the solutions. Even using the word "balance" is utterly pointless in this context as combat is but one option.</p><p></p><p>I know its not D&D, but looking at other systems is a great way to get a feel for game dynamics.</p><p></p><p>The more D&D is combat boardgame, the more we have to balance it. The more we have to balance it, the more choice becomes and illusion. Looking at our epic group that had been playing for so long, the more I realised that to be true.</p><p></p><p>Im posting to this thread alot because I think there is something in it that scares me. Focusing on balance just comes across to me as a deceptive primary objective for 5e. Like there is a point to which you worry about it, but its a hell of a lot less than we have come to accept...</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5827229, member: 82425"] Now thats a nice closing statement. I want players to be able to dictate their solutions without the answer being "draw my sword" every time. Another system I like is FATE. Its so far removed from D&D its hard to compare, but it tries to do something very unique. In encourages "organic" story growth. You just sort of put together a frame work (location, NPC's, whats going on) and once thats done let the players move there characters (which are fairly free form to put together) through the story they create. The reason I bring that up is that you can play through as total non combatants, because the players dictate the solutions. Even using the word "balance" is utterly pointless in this context as combat is but one option. I know its not D&D, but looking at other systems is a great way to get a feel for game dynamics. The more D&D is combat boardgame, the more we have to balance it. The more we have to balance it, the more choice becomes and illusion. Looking at our epic group that had been playing for so long, the more I realised that to be true. Im posting to this thread alot because I think there is something in it that scares me. Focusing on balance just comes across to me as a deceptive primary objective for 5e. Like there is a point to which you worry about it, but its a hell of a lot less than we have come to accept... [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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