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Casters vs Mundanes in your experience
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<blockquote data-quote="slobster" data-source="post: 5914124" data-attributes="member: 6693711"><p>Truth. There isn't much we can say with certainty about DDN, but one thing is that every possible character build will not be totally balanced against every other.</p><p></p><p>You want it that way, of course. There will be synergies between certain feats, classes, equipment choices and so on, and as a player you feel that little glow of satisfaction when you discover one (or is that just me?). Smart character building should be rewarded, to some extent, so by definition some choices have to be better than others.</p><p></p><p>But it isn't a given that such a system must be as ridiculously asymmetrical as 3.X was. Prune away the character options that are so overpowered that they trivialize the rest of the party. Set as your goal the idea that everyone should have the ability to shine, and every character should have some arena where their mastery exceeds anyone else's.</p><p></p><p>When, during playtesting, you discover some character build dominating the game entirely, <em>fix it</em>! We don't want to have to discover the issue ourselves over and over in thousands of disparate campaigns, then separately come up with gentlemen's agreements or houserules that work around the issue. </p><p></p><p>Make the core rules as balanced as possible, as free from both choice traps and overpowering builds as you can. That frees me, the GM, to focus on crafting a campaign instead of patching a rules system when I get ready to play.</p></blockquote><p></p>
[QUOTE="slobster, post: 5914124, member: 6693711"] Truth. There isn't much we can say with certainty about DDN, but one thing is that every possible character build will not be totally balanced against every other. You want it that way, of course. There will be synergies between certain feats, classes, equipment choices and so on, and as a player you feel that little glow of satisfaction when you discover one (or is that just me?). Smart character building should be rewarded, to some extent, so by definition some choices have to be better than others. But it isn't a given that such a system must be as ridiculously asymmetrical as 3.X was. Prune away the character options that are so overpowered that they trivialize the rest of the party. Set as your goal the idea that everyone should have the ability to shine, and every character should have some arena where their mastery exceeds anyone else's. When, during playtesting, you discover some character build dominating the game entirely, [I]fix it[/I]! We don't want to have to discover the issue ourselves over and over in thousands of disparate campaigns, then separately come up with gentlemen's agreements or houserules that work around the issue. Make the core rules as balanced as possible, as free from both choice traps and overpowering builds as you can. That frees me, the GM, to focus on crafting a campaign instead of patching a rules system when I get ready to play. [/QUOTE]
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