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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="Bedrockgames" data-source="post: 6404333" data-attributes="member: 85555"><p>I think there is a difference though between parity and balance. Balance includes a very broad range of tools to counter weigh something in the game considered too valuable. One approach is to make things the same using parity (i.e. no first level character can get more than a +1 bonus to damage), another way is to make it hurt (some characters can get up to a +10 bonus it is balanced out by this or that negative side effect), and another way is to randomize access so it isn't a "broken choice". Again I am not denying that there is a potential imbalance of power once play starts, but I think it is fair in that everyone has an equal chance of rolling good during character creation. This is balance over the long haul. I would agree with people who think it appeals to a narrow segment of gamers, but if these people find it fair, and enjoy it, what is the harm in a game giving them a random system that produces disparity once play starts? The randomizing at character creation is a counter weight. It makes sure that you can't just automatically start with this great ability. Now it isn't the kind of counter weight that appeals to everyone. Personally, for me, it has great appeal.</p><p></p><p>Also, I don't think this is me saying "I'm more powerful so everyone has to lump it." This is about expectations. Obviously if the group isn't cool with that, we can take another approach. But if I am with a group of players who share my interest in this kind of system, I'm fine with it. And it isn't like I am ending up the most powerful character every time. I am ending up with the short end of the stick as much as anyone else.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6404333, member: 85555"] I think there is a difference though between parity and balance. Balance includes a very broad range of tools to counter weigh something in the game considered too valuable. One approach is to make things the same using parity (i.e. no first level character can get more than a +1 bonus to damage), another way is to make it hurt (some characters can get up to a +10 bonus it is balanced out by this or that negative side effect), and another way is to randomize access so it isn't a "broken choice". Again I am not denying that there is a potential imbalance of power once play starts, but I think it is fair in that everyone has an equal chance of rolling good during character creation. This is balance over the long haul. I would agree with people who think it appeals to a narrow segment of gamers, but if these people find it fair, and enjoy it, what is the harm in a game giving them a random system that produces disparity once play starts? The randomizing at character creation is a counter weight. It makes sure that you can't just automatically start with this great ability. Now it isn't the kind of counter weight that appeals to everyone. Personally, for me, it has great appeal. Also, I don't think this is me saying "I'm more powerful so everyone has to lump it." This is about expectations. Obviously if the group isn't cool with that, we can take another approach. But if I am with a group of players who share my interest in this kind of system, I'm fine with it. And it isn't like I am ending up the most powerful character every time. I am ending up with the short end of the stick as much as anyone else. [/QUOTE]
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Chess is not an RPG: The Illusion of Game Balance
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