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General Tabletop Discussion
*TTRPGs General
Balanced Game System: Imperative or Bugaboo
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<blockquote data-quote="Zelda Themelin" data-source="post: 5749171" data-attributes="member: 167"><p>I don't like too much balancing at rpg. I like it at starcraft. It would be great to have at any pvp without stupid gearing getting in the way of skill.</p><p></p><p>In rpg's it tend to make things less special. Magic feeling gets watered down. Nerfs happen. Gamemakers stop trusting people. Current star wars MMO forums there even was admitance that thay don't think players can pick the right talents so they don't give them to pick. Well been a while.</p><p></p><p>D&D 3.x had some good stuff. I liked that basic system was for most part well rounded and constant. </p><p></p><p>I have learned from MMO world that balancing never means giving. It's always about nerfing. </p><p></p><p>3.0. was just fine execpt for some lame magic items some boring spells and some weird (balanced crap) entrance to prestige classes. I liked items and spell at AD&D more. And ECL that was so badly executed.</p><p></p><p>When balance does serve a purpose I like, when it makes game better, encounters easy to use, character buidling faster it's in right place. When it makes me feel, "my shammy got shaft, again." it sucks.</p><p></p><p>At heart I am 3.0 girl. Despite it all it still kinda has most right. </p><p></p><p>I don't like whacky too much systems, and I think you can't put certain Rift choices into same party. But those things are group responsibility not designers. </p><p>Sometimes I want to play godly monster and I want system to allow it. Sometimes I want to make one just for fun with intent of ever playing I want system to give me urge to make characters. All kinda characters.</p><p></p><p>So good system should have componets for all kinda playing rather than limit me to some playstyle designer has deemed good for me.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5749171, member: 167"] I don't like too much balancing at rpg. I like it at starcraft. It would be great to have at any pvp without stupid gearing getting in the way of skill. In rpg's it tend to make things less special. Magic feeling gets watered down. Nerfs happen. Gamemakers stop trusting people. Current star wars MMO forums there even was admitance that thay don't think players can pick the right talents so they don't give them to pick. Well been a while. D&D 3.x had some good stuff. I liked that basic system was for most part well rounded and constant. I have learned from MMO world that balancing never means giving. It's always about nerfing. 3.0. was just fine execpt for some lame magic items some boring spells and some weird (balanced crap) entrance to prestige classes. I liked items and spell at AD&D more. And ECL that was so badly executed. When balance does serve a purpose I like, when it makes game better, encounters easy to use, character buidling faster it's in right place. When it makes me feel, "my shammy got shaft, again." it sucks. At heart I am 3.0 girl. Despite it all it still kinda has most right. I don't like whacky too much systems, and I think you can't put certain Rift choices into same party. But those things are group responsibility not designers. Sometimes I want to play godly monster and I want system to allow it. Sometimes I want to make one just for fun with intent of ever playing I want system to give me urge to make characters. All kinda characters. So good system should have componets for all kinda playing rather than limit me to some playstyle designer has deemed good for me. [/QUOTE]
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