Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance vs. Diversity
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="IceFractal" data-source="post: 4096130" data-attributes="member: 27704"><p>I'm of mixed feelings on this. I'd agree that if you want to make a weak character, just make them lower level. Or, since 4E seems to specialize equipment by role, have them use weapons/armor that don't work for their class (like a Rogue using a greatclub and heavy armor). </p><p></p><p>Also, there's an important distinction between a character who is <em>actually</em> weaker (accomplishes less, more likely to die), and a character who <em>seems</em> weak, but manages to accomplish a lot and escape death frequently through amazing luck. If you're "lucky" enough to slay Ogres, your stats should have a high enough attack and damage bonus to actually accomplish that. If you're "lucky" enough to survive an ancient dragon's firey breath, then your Reflex save and HP should be high enough to do so. You can still play the character as untrained, incompetent, and so forth - just make the stats reflect your actual performance. For instance:</p><p>Char 1: Attack bonus +15 - 70% skill, 30% great strength</p><p>Char 2: Attack bonus +15 - 10% skill, 90% luck</p><p></p><p></p><p>However, I do somewhat miss the diversity of gameplay in 3E. Playing different classes was actually a different gameplay experience. An experience that could have been balanced better, but that didn't deserve to be thrown out wholesale.</p><p></p><p>And it's by no means impossible to balance mechanically different systems. One game (that's in progress now, I believe) uses the same set of components to build spells and martial attacks, but then differentiates them by how they're used. Spells are twice as strong for their level, but take two rounds to cast. Right away, this adds a different strategy, and brings to mind situations where spells would work better or where martial skills would work better. </p><p></p><p>There do seem to be a few touches of this (Fighters seem to get less encounter/daily exploits, but they aren't wasted if they miss), but personally, I'd prefer more variance.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4096130, member: 27704"] I'm of mixed feelings on this. I'd agree that if you want to make a weak character, just make them lower level. Or, since 4E seems to specialize equipment by role, have them use weapons/armor that don't work for their class (like a Rogue using a greatclub and heavy armor). Also, there's an important distinction between a character who is [I]actually[/I] weaker (accomplishes less, more likely to die), and a character who [I]seems[/I] weak, but manages to accomplish a lot and escape death frequently through amazing luck. If you're "lucky" enough to slay Ogres, your stats should have a high enough attack and damage bonus to actually accomplish that. If you're "lucky" enough to survive an ancient dragon's firey breath, then your Reflex save and HP should be high enough to do so. You can still play the character as untrained, incompetent, and so forth - just make the stats reflect your actual performance. For instance: Char 1: Attack bonus +15 - 70% skill, 30% great strength Char 2: Attack bonus +15 - 10% skill, 90% luck However, I do somewhat miss the diversity of gameplay in 3E. Playing different classes was actually a different gameplay experience. An experience that could have been balanced better, but that didn't deserve to be thrown out wholesale. And it's by no means impossible to balance mechanically different systems. One game (that's in progress now, I believe) uses the same set of components to build spells and martial attacks, but then differentiates them by how they're used. Spells are twice as strong for their level, but take two rounds to cast. Right away, this adds a different strategy, and brings to mind situations where spells would work better or where martial skills would work better. There do seem to be a few touches of this (Fighters seem to get less encounter/daily exploits, but they aren't wasted if they miss), but personally, I'd prefer more variance. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance vs. Diversity
Top