Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Broken and balanced
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="J_D" data-source="post: 1643702" data-attributes="member: 20956"><p>Well, that depends on what kind of character you're playing, or should at least. If I'm playing a dwarven fighter (and I do and did) he gets an axe, period, regardless of whether the longsword is statistically better or not. It's a matter of good roleplaying. Dwarves don't use logswords. And I don't let equipment stats influence what race I play either; if I decide I want to play d a dwarf fighter, I'm not going to be dissuaded from that simply because a longsword is better than an axe and dwarves don't use longswords. Character concept comes first, before equipment. People who let game mechanic statistics influence their character conceps are poor roleplayers, in my opinion.</p><p></p><p></p><p>Right. It doesn't matter to me. Besides the idea that good roleplayers don't let mechanics influence their character concepts, attempts to balance the game mechanics in this manner often strike me as arbitrary and contrived. Just for one example, suppose we sit down and examine the comparative physics and history of use of the logsword and battleaxe, and reach a conclusion that one is dramatically better than the other in most objective measures. In my opinion, as a matter of verisimilitude (which is very important to me) that disparity <strong>should</strong> be reflected in the game mechanics rather than trying to come up with some false and artificial sense of balance just to make all weapons more or less equally attractive. To good roleplayers, this won't become an issue.</p><p></p><p>It's an oft-stated principle that "if everyone takes a particular option, it's unbalanced and broken", and I reject that principle as nonsense. There is a sufficiently wide variety of character concepts and archetypes that there is no such thing as an option that literally <em>everyone</em> will take. If you restrict everyone to mean, e.g., "everyone playing dwarven fighters", then the options that "everyone" takes (using a battleaxe) are part of the concept and not balance issues.</p><p></p><p></p><p>You can have plenty of variety in tactics and aesthetics without trying to contrive an artificial sense of balance. 3rd Ed D&D proves this, as the system provides a great deal of variety in options yet many people complain about this imbalance or that.</p><p></p><p>I'll say again, the <strong>only</strong> kind of game balance that matters is that the DM can provide challenges appropriate to the group, and other kinds of balance <em>enforced in a game system</em> just annoy me because they're pandering to poor roleplayers. I know others will disagree, but I'm firm in that conclusion.</p><p></p><p>How the players interact is a matter of player psychology than of game system mechanics. The DM should give each player the opportunity to participate and contribute and have fun, but that has nothing to do with the game system and it's plainly and simply not possible for any game system mechanic to enforce that.</p></blockquote><p></p>
[QUOTE="J_D, post: 1643702, member: 20956"] Well, that depends on what kind of character you're playing, or should at least. If I'm playing a dwarven fighter (and I do and did) he gets an axe, period, regardless of whether the longsword is statistically better or not. It's a matter of good roleplaying. Dwarves don't use logswords. And I don't let equipment stats influence what race I play either; if I decide I want to play d a dwarf fighter, I'm not going to be dissuaded from that simply because a longsword is better than an axe and dwarves don't use longswords. Character concept comes first, before equipment. People who let game mechanic statistics influence their character conceps are poor roleplayers, in my opinion. Right. It doesn't matter to me. Besides the idea that good roleplayers don't let mechanics influence their character concepts, attempts to balance the game mechanics in this manner often strike me as arbitrary and contrived. Just for one example, suppose we sit down and examine the comparative physics and history of use of the logsword and battleaxe, and reach a conclusion that one is dramatically better than the other in most objective measures. In my opinion, as a matter of verisimilitude (which is very important to me) that disparity [B]should[/B] be reflected in the game mechanics rather than trying to come up with some false and artificial sense of balance just to make all weapons more or less equally attractive. To good roleplayers, this won't become an issue. It's an oft-stated principle that "if everyone takes a particular option, it's unbalanced and broken", and I reject that principle as nonsense. There is a sufficiently wide variety of character concepts and archetypes that there is no such thing as an option that literally [I]everyone[/I] will take. If you restrict everyone to mean, e.g., "everyone playing dwarven fighters", then the options that "everyone" takes (using a battleaxe) are part of the concept and not balance issues. You can have plenty of variety in tactics and aesthetics without trying to contrive an artificial sense of balance. 3rd Ed D&D proves this, as the system provides a great deal of variety in options yet many people complain about this imbalance or that. I'll say again, the [B]only[/B] kind of game balance that matters is that the DM can provide challenges appropriate to the group, and other kinds of balance [I]enforced in a game system[/I] just annoy me because they're pandering to poor roleplayers. I know others will disagree, but I'm firm in that conclusion. How the players interact is a matter of player psychology than of game system mechanics. The DM should give each player the opportunity to participate and contribute and have fun, but that has nothing to do with the game system and it's plainly and simply not possible for any game system mechanic to enforce that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Broken and balanced
Top