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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="Majoru Oakheart" data-source="post: 5837828" data-attributes="member: 5143"><p>Given that I volunteered for the RPGA in both 3.5e and 4e, I can agree with this. I don't think it was a bad decision though. The RPGA was one of the few places where you could play 3.5e with no house rules at all and just see how the game played without DMs "correcting" the mechanics.</p><p></p><p>I saw what happened and it scared me. I ran a Living Greyhawk game for level 16 characters in a GenCon Special. It was stupid in a way I can't even describe. And I've seen the players in my home game powergame a LOT. These PCs managed to double or triple their power. I went to GenCon having read the adventure and thinking "Wow, they need to fix the rules to prevent authors from making way over the top traps and encounters, no one will survive this" to finding out that it was exactly the opposite, the players were so powerful that they blew through the encounters without taking any real damage.</p><p></p><p>I think it was then that I truly realized how much we needed mechanics that didn't allow people to build that sort of character, so that DMing wouldn't feel so much like an exercise in going through the motions of the PCs killing everything in sight without a single worry for their own life.</p><p></p><p>And then 4e came out and it solved nearly every problem I had spent my time in the RPGA worrying about. Only no one liked it...and I suspect a lot of it had to do with being unable to make characters that could blow through everything like they could before. The very reason the changes were made tended to be the same reason no one liked them.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5837828, member: 5143"] Given that I volunteered for the RPGA in both 3.5e and 4e, I can agree with this. I don't think it was a bad decision though. The RPGA was one of the few places where you could play 3.5e with no house rules at all and just see how the game played without DMs "correcting" the mechanics. I saw what happened and it scared me. I ran a Living Greyhawk game for level 16 characters in a GenCon Special. It was stupid in a way I can't even describe. And I've seen the players in my home game powergame a LOT. These PCs managed to double or triple their power. I went to GenCon having read the adventure and thinking "Wow, they need to fix the rules to prevent authors from making way over the top traps and encounters, no one will survive this" to finding out that it was exactly the opposite, the players were so powerful that they blew through the encounters without taking any real damage. I think it was then that I truly realized how much we needed mechanics that didn't allow people to build that sort of character, so that DMing wouldn't feel so much like an exercise in going through the motions of the PCs killing everything in sight without a single worry for their own life. And then 4e came out and it solved nearly every problem I had spent my time in the RPGA worrying about. Only no one liked it...and I suspect a lot of it had to do with being unable to make characters that could blow through everything like they could before. The very reason the changes were made tended to be the same reason no one liked them. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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