Majoru Oakheart said:
Depends on how you are looking at it. If longsword is a better weapon in every way than an axe, then the people in the world would realize that and use what they felt was the most useful.
There are limits to that based on the physical limitations and culture of the various races. I think that a dwarf is going to be a little awkward wielding a longsword, but it's possible, but dwarven culture would steer a dwarf away from a logsword regardless of any statistical superiority. For a more extreme example, there's no way a halfling is
ever going to wield a greatsword even if the greatsword is statistically far and away the best weapon in the whole world, and if a player brought a greatsword-wielding halfling character to the gaming table he deserves to be laughed away with derision.
Majoru Oakheart said:
It doesn't say anywhere in any of the book that "Dwarves use axes". It's just that in movies and books they might, so people attempt to emulate those characters.
No, it doesn't, but just about every portrayal of dwarves in literature - from which I think most people draw inspiration for their character concepts - portrays them as axe or hammer wielders, not sword wielders. If dwarves were going to wield swords at all, I think a shortsword would fit better.
Majoru Oakheart said:
When I make an adventure, I like to put my faith in the rules to make sure no one feels left out.
That's not the job of the rules, in my opinion. That's the job of the DM. The job of the rules is just to provide mechanics that will allow objective resolution of events and actions in the game world with a reasonable degree of verisimilitude. Nothing more. If you want more than that from the book rules, you're expecting too much of them.
Majoru Oakheart said:
In 3.5E D&D, I can be mostly sure that no matter what class someone is playing, they will have something to do that will assist the party in a significant way in that wizard's tower. Not only that, but once combat starts, 95% of the time, everyone in the party has SOMETHING to do that is useful. Each class has their own bonuses and advantages in certain situations, but no one is completely useless.
It's not the game system that insures this, it's the DM providing the adventure and the way the players work together to resolve it that does this.
Majoru Oakheart said:
On the other hand, in certain other non-balanced systems it was fully possible to play a character who had no uses whatsoever when combat started. The players of those characters would tend to leave the table and watch TV for the next hour while we finished the battle.
Combat isn't the only thing there is to an adventure and even in combat there's more than one way to be useful besides dealing immediate damage. Sounds like the DM and/or the player wasn't doing his job. If the player cares about his character and the game, why didn't he use his imagination to come up with other ways he could contribute? If the DM is providing combat-heavy adventures when one of the characters isn't a combat character, that's more a fault with the DM than the game system, yet you're blaming the gaming system for not providing "balance". Now maybe there might be portions of an adventure where one character isn't very useful, but isn't this
to be expected? Or do you expect every character to be equally useful to the others in every situation so all players are involved at all times? Personally, I think this latter is too much to expect.
Majoru Oakheart said:
I've also seen players make up characters they were happy with and had a lot of fun playing, but when battle started, they ran up and said "I hit for 3" when another person in the party said, "I hit 4 times for 30 damage each".
In and of itself, as long as the second person isn't cheating, I don't see that this is inherently a problem. Maybe the first character contributes in ways other than dealing damage. Frankly, this is what I mean about the jealousy and envy part. As long as both players are getting their time in the round to do their thing and all the players are kept busy and involved and act in-character,
it doesn't matter that one can do 3 points while another can do 120.
Majoru Oakheart said:
I, as a DM, don't want to spend all of my time to look through each and every character that someone makes for my game in order to tell them whether their character is too powerful or not powerful enough for my game. Plus, I don't want to see players annoyed that the characters they made up aren't as useful as other characters in the group.
While the DM shouldn't have to give every character sheet a detailed examination every session, it's the DM's job to have a basic knowledge of the general abilities of all the characters, enough at least to have a general idea if the player's cheating or not. There are a lot of ways to be useful, and a good adventure requires a broad range of skills to get it all done. When the DM does his job, every player is going to have his moments for glory. When a player just focuses on a round of combat and whines that some other character does a lot more damage than his does, that's just jealousy and envy and not legitmate grounds for the player to be annoyed. Tell him that such things aren't welcome at the table and that he should quit whining and play his character.
Majoru Oakheart said:
You are right, that TRUE balance won't happen. But it is a good goal to have CLOSE to true balance.
I think a good goal is to have a game system that will adjudicate actions in an impartial and believable manner (and to a fair degree of detail for my personal tastes), and that's all I ask for or want from the mechanics of a game system. Everything else is - and should be - up to the DM and the players. In terms of inter-party balance, the only thing that should be important is that every player is given the opportunity to participate in the playing of the adventure, participate in role-playing, and through participating have fun. That's it. Not some micromanaged balance of damage per round. And, bottom line, no game system can provide for this proper kind of balance. Only a good DM and good players can do this. You expect too much of a game system to do this mechanically, and expect not enough of players to behave maturely when not all things are equal.
Majoru Oakheart said:
Most people will choose whatever they think is the best. For instance, someone brings a character into a group and they pick axe because they feel that dwarves use axes and they are going to be the tough fighter dwarf who is a great fighter, one of the best in the land. They join a group of people wielding longswords. He consistantly does less damage than the rest of the party because of his decision. The "hardened fighter dwarf" is outdone by the "I hate fighting, but have no other choice human" because they happen to be the same level and the human uses a BETTER weapon. Does it make sense story wise? No. Unless there is a reason in THAT world that axes are better. If they aren't...then, well, they shouldn't do more damage. Just because YOU are willing to take a poor choice for story reasons doesn't mean most people are. I have known at least 5 different role players in that dwarf's position who retired their characters after a couple of sessions and made up someone who used a longsword (well, figuratively speaking. There were varying reasons they felt underpowered)
As long as a character has some niche that he specializes in and it comes into play during the adventure so the player can participate, that should be enough for any player. That a longsword does more damage than an axe -- that an axe-wielder will do less damage in combat -- is frankly a pretty pathetic reason to dump a character that is otherwise a decent concept.
I guess, in the end, we just expect and find enjoyment in different things out of our games.