Looking at the OP, I see an assumption about the games "people against balance" play that is far too myopic. What "make their characters more powerful than others" means does not necessarily have jack to do with what you mean!avin said:People who plays more often than GMs will often accept imbalance as a tool to make their characters more powerful than others.
I've only got the first round of 4e's core three, along with some 4e adventures - I thought that would be enough to give me a fair idea of how the game is intended to work; particularly seeing as for the first year or so that *was* the game. So yes, my opinions of 4e as a system are also based on the first round of releases; much as my thoughts on 3e as a system (and 2e, for that matter) also ignore a lot of the bloat that came after the initial release.
Depends. The game as a whole might be focused on the inter-character conflicts, but if combat with outside threats still takes up a portion of game time.... yeah, it might.However, if you're focusing on an issue like that, does the tactical combat system add value to play?
As an aside, do people find that a large part a game's focus on balance has to do with a game's focus on organized play (ie. ppl showing up at a venue with their own characters and playing with a bunch of strangers).
A game for a bunch of friends playing together every week can have a much looser requirement in terms of balance than a game designed to be played by a bunch of complete strangers.
There aren't too many examples of organized play out there to form a real pattern.
In my experience, there are two major organized play venues - the RPGS (D&D) and the Camarilla (White Wolf's WoD). D&D of late has tried to be a balanced system. I know sure as anything that the old WoD was about as balanced as a drunken unicyclist carrying a squirming hyperactive Labrador Retriever. I haven't read the new games to have a broad opinion.
As an aside, do people find that a large part a game's focus on balance has to do with a game's focus on organized play (ie. ppl showing up at a venue with their own characters and playing with a bunch of strangers).
A game for a bunch of friends playing together every week can have a much looser requirement in terms of balance than a game designed to be played by a bunch of complete strangers.
As an aside, do people find that a large part a game's focus on balance has to do with a game's focus on organized play (ie. ppl showing up at a venue with their own characters and playing with a bunch of strangers).
A game for a bunch of friends playing together every week can have a much looser requirement in terms of balance than a game designed to be played by a bunch of complete strangers.
Exactly. This is something that gets missed in discussions of game balance. All it means to say that an RPG is "balanced" is that the game system gives you accurate information about the power level of the characters, enemies, and various forms of challenges.If characters of equal level are not roughly of the same power level, then there is no point in having levels in that system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.