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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: 5833025" data-attributes="member: 54877"><p>The purpose of this topic could be stated without undue strain as squaring the circle above.</p><p> </p><p>My take on it is that apples and oranges are inherently unable to be balanced by system, but nonetheless the system must provide help in this regard--because what the system can't do, the people at the table must. The best thing the system can thus do is be entirely clear about what is going on. </p><p> </p><p>Don't try to turn an orange into an apple, and apple into an orange, or mix them both up into a juice and call it a day. OTOH, don't sit there and tell the poor players that it is all "fruit," and they can pick whatever they want, and it will all work fine. Better, I think, is to explicitly tell people, "This is an apple in this system. It behaves this way, having these benefits and these drawbacks. Situations X, Y, and Z change it this way. Use it here, or mixed with this other thing, and you may not like it for these reasons."</p><p> </p><p>In such a system, silos are like bins at the grocery store. (And if you've been on a large farm, that is really what silos are anyway.) They aren't designed to limit your choices, but to make your choices plain. 4E says that the fruits are arranged appropriately--so that all you need to do is pick a certain amount from each bin, by level, and it will work. This is true, but cuts out a lot of options. In contrast, 3E arranges the fruit in bins, but thematically instead of by function, so that you end up with "red stuff" in one bin and "green stuff" in another and so on. It then tell you that you get a certain amount of picks by level, but can pick anything you want, and it will mostly work out. This provides a lot of options, but is untrue. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5833025, member: 54877"] The purpose of this topic could be stated without undue strain as squaring the circle above. My take on it is that apples and oranges are inherently unable to be balanced by system, but nonetheless the system must provide help in this regard--because what the system can't do, the people at the table must. The best thing the system can thus do is be entirely clear about what is going on. Don't try to turn an orange into an apple, and apple into an orange, or mix them both up into a juice and call it a day. OTOH, don't sit there and tell the poor players that it is all "fruit," and they can pick whatever they want, and it will all work fine. Better, I think, is to explicitly tell people, "This is an apple in this system. It behaves this way, having these benefits and these drawbacks. Situations X, Y, and Z change it this way. Use it here, or mixed with this other thing, and you may not like it for these reasons." In such a system, silos are like bins at the grocery store. (And if you've been on a large farm, that is really what silos are anyway.) They aren't designed to limit your choices, but to make your choices plain. 4E says that the fruits are arranged appropriately--so that all you need to do is pick a certain amount from each bin, by level, and it will work. This is true, but cuts out a lot of options. In contrast, 3E arranges the fruit in bins, but thematically instead of by function, so that you end up with "red stuff" in one bin and "green stuff" in another and so on. It then tell you that you get a certain amount of picks by level, but can pick anything you want, and it will mostly work out. This provides a lot of options, but is untrue. :angel: [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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