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General Tabletop Discussion
*Dungeons & Dragons
Balancing Classes in a homebrew world
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<blockquote data-quote="CharlesRyan" data-source="post: 5374469" data-attributes="member: 5265"><p>Personally, I think you are all missing the mark.</p><p></p><p>When I'm looking at a campaign, I ask myself two questions:</p><p></p><p>1) What does the campaign world demand?</p><p>2) Will that give me a spread of classes that will appeal to all player types (or at least the player types represented by my players)?</p><p></p><p>The campaign world is the first stop: If you're running Rokugan, you'd darn well better have a class that represents samurai well.</p><p></p><p>After that, though, you've got to have something of interest to your players. If you've got someone who loves sneaking around, your Seven Samurai campaign needs room for a ninja or at least a roguish sort.</p><p></p><p>After that, "balance" is an issue of adventure design. Design encounters that include the sorts of things your classes can handle. Should be pretty easy, given the adventures should fit the same campaign constraints that your class choices hit.</p><p></p><p>I went through this exact exercise a few years ago when I launched my <a href="http://community.wizards.com/magica" target="_blank">Magica</a> campaign, for which I designed a suite of classes from the ground up. (Coincidentally, I posted the chevalier class to my <a href="http://www.charlesmryan.com" target="_blank">web site</a> just a couple days ago.)</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 5374469, member: 5265"] Personally, I think you are all missing the mark. When I'm looking at a campaign, I ask myself two questions: 1) What does the campaign world demand? 2) Will that give me a spread of classes that will appeal to all player types (or at least the player types represented by my players)? The campaign world is the first stop: If you're running Rokugan, you'd darn well better have a class that represents samurai well. After that, though, you've got to have something of interest to your players. If you've got someone who loves sneaking around, your Seven Samurai campaign needs room for a ninja or at least a roguish sort. After that, "balance" is an issue of adventure design. Design encounters that include the sorts of things your classes can handle. Should be pretty easy, given the adventures should fit the same campaign constraints that your class choices hit. I went through this exact exercise a few years ago when I launched my [URL="http://community.wizards.com/magica"]Magica[/URL] campaign, for which I designed a suite of classes from the ground up. (Coincidentally, I posted the chevalier class to my [URL="http://www.charlesmryan.com"]web site[/URL] just a couple days ago.) [/QUOTE]
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