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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="Crazy Jerome" data-source="post: 5829791" data-attributes="member: 54877"><p>Let me try a different angle: If the way you show that a given class is good at X is by making sure that most everyone else sucks at it, then there is something fundamentally wrong with your design. </p><p> </p><p>Of course, D&D has never been quite that bad, in any version. It <strong>has</strong> been known to define "good at X" in such a way that it didn't leave much room between "not quite that good" and "merely decent" and "stinks to high heaven". </p><p> </p><p>It's almost as if someone said, "We can't let the fighter have good things, because then we'd have to give everyone else good things too. Oh well, let's give everyone one good thing, and they can make do with that." Then they level, and you hand them another piece. I picture Oliver asking for another bowl of gruel. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>A key element of design that game designers seem to miss over and over again is that if you define a scale ranging from, say, 1 to 10, define "good" as "2"--then you aren't leaving much room for difference. This seems particular endemic in class/level games, because they can gloss over it with levels.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5829791, member: 54877"] Let me try a different angle: If the way you show that a given class is good at X is by making sure that most everyone else sucks at it, then there is something fundamentally wrong with your design. Of course, D&D has never been quite that bad, in any version. It [B]has[/B] been known to define "good at X" in such a way that it didn't leave much room between "not quite that good" and "merely decent" and "stinks to high heaven". It's almost as if someone said, "We can't let the fighter have good things, because then we'd have to give everyone else good things too. Oh well, let's give everyone one good thing, and they can make do with that." Then they level, and you hand them another piece. I picture Oliver asking for another bowl of gruel. :p A key element of design that game designers seem to miss over and over again is that if you define a scale ranging from, say, 1 to 10, define "good" as "2"--then you aren't leaving much room for difference. This seems particular endemic in class/level games, because they can gloss over it with levels. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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