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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="billd91" data-source="post: 5836564" data-attributes="member: 3400"><p>I agree that the 4e game sets its tone and it's a very combat heavy tone. Even the skill challenge rules have a combat heavy tone. But I also get the impression it wouldn't really have been anything but that. I really don't think a softer tone was going to come out of the project team behind 4e because I think we saw parts of that tone develop under 3.5 particularly the way we saw non-combat uses of certain spells diminished with combat-oriented durations (invisibility, the buff spells). Then there was the Tome of Battle. The whole view of balancing characters was fast focusing around combat combat combat and hardly anything else. </p><p></p><p>As much as I thought organized play via Living Greyhawk had a lot of potential for people to get out and enjoy the game in new ways yet with the old character, I think its popularity and the challenges associated with running it helped drive that focus. Combat heavy scenarios, an easy route to get feedback from the RPGA network, coming up with ways to iron out variance between tables. I think all of it contributed to the 4e design atmosphere.</p><p></p><p>If 4e's combat-heavy tone was a mistake, I'm beginning to think it was a mistake they <strong>had</strong> to make <strong>and learn from</strong> for the long term health of the game.</p></blockquote><p></p>
[QUOTE="billd91, post: 5836564, member: 3400"] I agree that the 4e game sets its tone and it's a very combat heavy tone. Even the skill challenge rules have a combat heavy tone. But I also get the impression it wouldn't really have been anything but that. I really don't think a softer tone was going to come out of the project team behind 4e because I think we saw parts of that tone develop under 3.5 particularly the way we saw non-combat uses of certain spells diminished with combat-oriented durations (invisibility, the buff spells). Then there was the Tome of Battle. The whole view of balancing characters was fast focusing around combat combat combat and hardly anything else. As much as I thought organized play via Living Greyhawk had a lot of potential for people to get out and enjoy the game in new ways yet with the old character, I think its popularity and the challenges associated with running it helped drive that focus. Combat heavy scenarios, an easy route to get feedback from the RPGA network, coming up with ways to iron out variance between tables. I think all of it contributed to the 4e design atmosphere. If 4e's combat-heavy tone was a mistake, I'm beginning to think it was a mistake they [b]had[/b] to make [b]and learn from[/b] for the long term health of the game. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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