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.
Community
General Tabletop Discussion
*TTRPGs General
Can somebody explain the bias against game balance?
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="Hussar" data-source="post: 5147880" data-attributes="member: 22779"><p>Sorry, you made it sound like the default should be a "higher standard". Or, that's how I took it to be. That's certainly the way a lot of DnD has been designed in the past. The idea that you will get a system that expects you to constantly tinker with it to make it work at the table.</p><p></p><p></p><p></p><p>"Full blown game designer"? What's that?</p><p></p><p>I have zero interest in tinkering with systems anymore. I just don't. If a particular system doesn't do what I want, I'll try a different system. Considering how many bajillion systems there are out there, there's most certainly one that will fit what I want.</p><p></p><p>Now, equating inventing a new spell with creating a new system to handle things is a bit above and beyond. Considering the rules in D&D have always covered guidelines on what new spells should be capable of - 3e explicitly spells it out as far as damage is concerned - I'm thinking that a new spell isn't game design.</p><p></p><p>See, I have zero problems with games that want to force DM's to constantly play the role of rules police. That's fine for those that want to play them. Rifts is a perfect example of this. The rules force the GM to constantly pay attention to how the rules interact and place a great deal of the responsibility for making the rules work into the lap of the GM.</p><p></p><p>But, then again, I don't play RIFTS specifically because of this. I consider it terrible game design. If you cannot create a game that works at any reasonable table, don't bother creating one at all. I know that might seem harsh, but, I'm tired of buying half assed games that people push out the door only to have them go pear shaped in the first three sessions.</p><p></p><p>The biggest reason, the single biggest reason I love 3e is because the number of rule arguments at the tables I played at dropped to about zero compared to earlier editions. Why? Because the rules work. The designers actually took the time to make sure that the rules are balanced and work most of the time.</p><p></p><p>I realize there are those out there that want to play games which presume the DM will be on the ball. That's fine for them. But, I think it's lazy game design.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5147880, member: 22779"] Sorry, you made it sound like the default should be a "higher standard". Or, that's how I took it to be. That's certainly the way a lot of DnD has been designed in the past. The idea that you will get a system that expects you to constantly tinker with it to make it work at the table. "Full blown game designer"? What's that? I have zero interest in tinkering with systems anymore. I just don't. If a particular system doesn't do what I want, I'll try a different system. Considering how many bajillion systems there are out there, there's most certainly one that will fit what I want. Now, equating inventing a new spell with creating a new system to handle things is a bit above and beyond. Considering the rules in D&D have always covered guidelines on what new spells should be capable of - 3e explicitly spells it out as far as damage is concerned - I'm thinking that a new spell isn't game design. See, I have zero problems with games that want to force DM's to constantly play the role of rules police. That's fine for those that want to play them. Rifts is a perfect example of this. The rules force the GM to constantly pay attention to how the rules interact and place a great deal of the responsibility for making the rules work into the lap of the GM. But, then again, I don't play RIFTS specifically because of this. I consider it terrible game design. If you cannot create a game that works at any reasonable table, don't bother creating one at all. I know that might seem harsh, but, I'm tired of buying half assed games that people push out the door only to have them go pear shaped in the first three sessions. The biggest reason, the single biggest reason I love 3e is because the number of rule arguments at the tables I played at dropped to about zero compared to earlier editions. Why? Because the rules work. The designers actually took the time to make sure that the rules are balanced and work most of the time. I realize there are those out there that want to play games which presume the DM will be on the ball. That's fine for them. But, I think it's lazy game design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Can somebody explain the bias against game balance?
Top