Agreed--overpowered characters aren't the problem, they're a symptom. If you make them impossible, the problem player will often become a different sort of problem.J_D said:Then there's the second kind of balance, the intra-party kind, the balance of PC against PC. That kind of "balance" annoys the $#!! out of me, because frankly it has nothing to do with the game system. It's all about the kind of players you have. A player doesn't hog the spotlight because his character is more powerful, he hogs the spotlight because that's the kind of player he is. Building a powerful character is just one means of doing this, but it's the means the player uses to hog the spotlight, not the cause of it. With a lesser-powered character or in a different system with less mechanics, the same player would most likely use different means - e.g. excessively histrionic theatrics - to achieve the same end of hoging the attention. This kind of player has a need - perhaps compulsively, perhaps even pathologically - to be the center of attention, so the cause of this is psychological and has nothing to do with the mechanics of the game system. This kind of player, in the words of grade school report cards, "does not play well with others."
Differing levels of power within a group does not automatically result in spotlight hogging, if the players are mature enough to handle it. The campaign I play in has characters of widely varying power levels, because it's a long-running campaign that has progressed to the second generation of PC's. Last year, one of my first-generation characters, a Wiz20/Clr10, went out on a mission with a number of the second-generation PC's that averaged about 5th level or so. My 1st-genner was personally interested in the 2nd-genners; some were her children, and some were such close friends of the family that she helped raise them and were the next thing to stepchildren to her. It was a close-knit family group. I did not hog the spotlight with the character; she let the kids take the lead to get the mission done and concentrated mainly on healing them and keeping them alive. At the climax of the mission, the DM provided my 1st-genner with an evil leader that was quite a challenge and let the 2nd-genners take on the minions. As it turned out, my 1st-genner was the only one that got seriously hurt. But all the characters had their roles to play and no one hogged the spotlight. That's what happens, despite any difference in relative power levels, when you have mature players who work well as a team. Now, the next adventure we're looking forward to will have this same 1st-genner as well as some others. Two of the others are about 40th-character level, while three others are at about 16th. I fully expect it to be a good adventure despite this disparity in levels.
In fact, i'll go one further: IME, the game system can actually help create this problem by trying to address it. When i've played in game systems like Over the Edge, where there is no pretense at balance whatsoever, no one has had a problem with unbalanced characters (and by "unbalanced" i mean the rough equivalent of Wonder Woman and the Wonder Twins in the same group). Take that same group, and have them play a balance-obsessed system like D&D3E, and suddenly the fact that clerics and bards, say, aren't perfectly balanced begins to get complaints. IMHO, when the system sets up an expectation of balance, players get their noses out of joint if the balance isn't perfect, while if the system just assumes that the players can play nice and have fun without worrying about balance, the players do so. IME, that's true of much of life, not just RPing--people live up to your expectations.