Majoru Oakheart
Adventurer
Exactly. And there's no way you're going to know one adventure to the next or from one group to the next how much combat or role playing you are going to do. Easiest to balance one side entirely by itself and balance the other side entirely by itself. This way if you play a game that is 100% social encounters and role playing, everyone has fun and has a balanced character. If you play a game that has 100% combat, everyone is balanced as well.Nifft said:I feel that you could in theory balance combat vs. non-combat abilities, but then you'd also have to supply a 'balanced' number of combat vs. non-combat situations to the party. You can easily do this in video games because player choice is so severely constrained, but I suspect it's harder in live D&D.
Everyone can contribute, just in different ways. In combat the fighter is slashing through peoples chest with a sword while the rogue leaps over his head and sticks a dagger in his back while the cleric smites him with the power of his god and the wizard blasts him with arcane power.
In social encounters, the wizard uses his cunning to outsmart those he's speaking with and manipulate them, the rogue lies to everyone to makes him sound better than he is, the cleric uses his kindness and tenderness to win over the hearts of those he speaks to, and the fighter uses his threatening presence to intimidate people into seeing his point of view.