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<blockquote data-quote="Hussar" data-source="post: 6323413" data-attributes="member: 22779"><p>((Side note, NeonC, you keep writing in different colours which show up as black on black background. It's really hard to read))</p><p></p><p>The point of balance is to ensure that no single option is clearly better than all other options. By making a fight between 4 PC's and a huge dragon a fair fight, you've just ensured game balance. That's the only way to do it. And, by fair fight, we generally mean that the PC's are going to win. Yes, there are outliers where the PC's lose, but, by and large, they do win. An EL par encounter in 3e isn't a guaranteed win. It just means that most of the time the PC's will win and use up X amount of resources doing so.</p><p></p><p>Without game balance, you have no way of predicting how an encounter will fall out. Which makes it that much harder to develop encounters, let alone campaigns. The only way to design a game so that it does what you and your players expect it to do is to have balance. That's the only way to achieve a level of predictability that will allow you to have a game that you want to play over the long term. Purely random games, like say, Chute and Ladders are very poor for any sort of long term play since it's entirely random - no game balance at all.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6323413, member: 22779"] ((Side note, NeonC, you keep writing in different colours which show up as black on black background. It's really hard to read)) The point of balance is to ensure that no single option is clearly better than all other options. By making a fight between 4 PC's and a huge dragon a fair fight, you've just ensured game balance. That's the only way to do it. And, by fair fight, we generally mean that the PC's are going to win. Yes, there are outliers where the PC's lose, but, by and large, they do win. An EL par encounter in 3e isn't a guaranteed win. It just means that most of the time the PC's will win and use up X amount of resources doing so. Without game balance, you have no way of predicting how an encounter will fall out. Which makes it that much harder to develop encounters, let alone campaigns. The only way to design a game so that it does what you and your players expect it to do is to have balance. That's the only way to achieve a level of predictability that will allow you to have a game that you want to play over the long term. Purely random games, like say, Chute and Ladders are very poor for any sort of long term play since it's entirely random - no game balance at all. [/QUOTE]
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