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*TTRPGs General
'Balancing' rolled characters
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<blockquote data-quote="Saeviomagy" data-source="post: 1054243" data-attributes="member: 5890"><p>My point was that large differences in stats in D&D only really matter at low level. Once you get to high level, the differences to skills and abilities provided by stats tend to pale in comparison with class abilities and skill ranks.</p><p></p><p>If your DM is halfway decent, then you can ALWAYS twist a situation to match your character. If he's the sort of person who says "the orcs don't listen to your well-reasoned explanation and attack!", then it's not so much a problem with you, the character, or the game system - he's just a bad DM.</p><p></p><p>The tumble skill would be useless if your character kept out of the thick of combat. OTOH, if your character solved every problem with physical solutions, then Knowledge skills wouldn't be worth a lot. But most of the time it will be your choice as to which you are trying to use.</p><p></p><p>I agree that a precise degree of balance isn't possible, but it's clear (to me at least) that it's desireable, and that blowing it off without attempting to address the problems that a lack of it causes is a very good way to have players totally disinterested in a game.</p><p></p><p>However all of those points are almost completely author-fiat. It's exactly the same in almost any fictional example of high-power characters alongside low-power characters. If you were playing in a game which had a Gandalf character and a Merry character, then almost every contribution merry could possibly make would be gm-scripted. Personally I'm one of those people who would much rather play my character than play the part my GM has selected for my character. As a GM, I run a game in the same way - I set up the players and the situation, and most of the action is dictated by the players.</p><p></p><p>Which is why, of course, the game suggests that you swap around who gets to play Magus and who gets to play Grog. That'd be why it's expected that each player has a Magus, a group of Heroes and a veritable army of Grogs.</p><p>Grogs are all very good for story-based stuff (where the rules basically don't matter and balance is moot), but I dare say most players will do their best to avoid success-critical situations with them, leaving them to more powerful heroes and magi.</p><p></p><p>Certainly in 3ED&D the impact of statistics are significantly less than in prior editions, and therefore the impact of random rolling is lessened. However I think that a combination of any sort of power-player and random rolling is a very very bad one.</p><p></p><p>I thought you wanted to let people play the character they desired? Some of those lifepaths just blow entire character concepts to hell.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1054243, member: 5890"] My point was that large differences in stats in D&D only really matter at low level. Once you get to high level, the differences to skills and abilities provided by stats tend to pale in comparison with class abilities and skill ranks. If your DM is halfway decent, then you can ALWAYS twist a situation to match your character. If he's the sort of person who says "the orcs don't listen to your well-reasoned explanation and attack!", then it's not so much a problem with you, the character, or the game system - he's just a bad DM. The tumble skill would be useless if your character kept out of the thick of combat. OTOH, if your character solved every problem with physical solutions, then Knowledge skills wouldn't be worth a lot. But most of the time it will be your choice as to which you are trying to use. I agree that a precise degree of balance isn't possible, but it's clear (to me at least) that it's desireable, and that blowing it off without attempting to address the problems that a lack of it causes is a very good way to have players totally disinterested in a game. However all of those points are almost completely author-fiat. It's exactly the same in almost any fictional example of high-power characters alongside low-power characters. If you were playing in a game which had a Gandalf character and a Merry character, then almost every contribution merry could possibly make would be gm-scripted. Personally I'm one of those people who would much rather play my character than play the part my GM has selected for my character. As a GM, I run a game in the same way - I set up the players and the situation, and most of the action is dictated by the players. Which is why, of course, the game suggests that you swap around who gets to play Magus and who gets to play Grog. That'd be why it's expected that each player has a Magus, a group of Heroes and a veritable army of Grogs. Grogs are all very good for story-based stuff (where the rules basically don't matter and balance is moot), but I dare say most players will do their best to avoid success-critical situations with them, leaving them to more powerful heroes and magi. Certainly in 3ED&D the impact of statistics are significantly less than in prior editions, and therefore the impact of random rolling is lessened. However I think that a combination of any sort of power-player and random rolling is a very very bad one. I thought you wanted to let people play the character they desired? Some of those lifepaths just blow entire character concepts to hell. [/QUOTE]
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