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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Chess is not an RPG: The Illusion of 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="Celebrim" data-source="post: 6409324" data-attributes="member: 4937"><p>I'm not completely happy with either method. I'm just convinced random doesn't work and makes for a worse game. My problems with point buy have more to do with how players choose to play though than anything inherently wrong with it.</p><p></p><p></p><p></p><p>Rolling up characters is fun, but its not very functional for PCs (and non-functional for NPCs as well if it deprotagonizes the PCs). The fun of rolling up characters - not knowing what you are going to get, in a nutshell - is more than counterbalanced by the fact that usually someone is going to get what they don't want, the method isn't fair, the fact that it makes it harder to give advice on how to balance scenarios to a group's abilities, and the pressure it puts on the metagame. The better someone else's results, the less satisfactory your own results look. The better results you've had in the past, the more disappointing a bad roll is. The more difficult it is to engage the main game through your character's abilities, the more likely you are to be tempted to make your own fun and play a different game than everyone else is playing. And so forth.</p><p></p><p>I feel the justifications for that tend to be pretty weak.</p><p></p><p>Balance is not an inherent property of randomness. Randomness produces an arbitrary result. Fairness requires that players get about the same thing. Justice requires that they get what they deserve. Randomness misses both marks. This isn't a game show. We aren't randomly selecting winners and contestants. We are playing a game together.</p><p></p><p>Diversity is not an inherent property of randomness. We expect if we flip 5 heads in a row the next coin is less likely to be heads, but that's not true. If Diversity is your goal, you can guarantee diversity simply by choosing not being like the last X characters.</p><p></p><p>If inspiration is what you need because you are suffering from choice overload, there are plenty of ways to manage that that don't end up with the lack of balance of true randomness. A functional random chargen would be randomly picking between things that are balanced. For example, randomly selecting a class and race (assuming those are balance). Or randomly selecting a highest ability score, then randomly selecting your second highest, and so forth. Or you could randomly order your stats, generate 5 stats in order, and then buy the sixth one with your remaining points. Or you could roll up random stats and then match them as closely as possible using point buy. This wouldn't be purely random, but has the aspect of the producing the unknown and would generally not have strong balance problems in the outcomes. So people get the thrill of not knowing what they are going to get, and they get the inspiration to play something that they might not have considered, but they don't break the Fundamental Law of Roleplaying.</p><p></p><p>Gambling is an inherent property of random levels of resources, but not I think a functional one in the context of a cooperative or competive game. Winning is fun, but losing is not. Gamblers gamble to win. If they lose, this puts even more pressure on the metagame - chargen is becoming a competition. The person motivated primarily by the thrill of gambling is going to compulsively gamble trying to win 'the jackpot' - I lost, but I'll win the next time. What that tends to mean is you are setting your balance at the jackpot, and then going through frustration before getting what you actually want - the win. And I think that some people who say that they like random, are probably actually saying that they don't like point buy for some reason or the other. For example, if they've been used to playing 34 point buy characters (or higher!) using some random generation method (Method 1 with multiple rerolls, Method 3, Method 5, cheating), setting point buy to 25 feels like a rip off beyond any other aspects of rolling you miss. If point buy limits you beyond what you are used to getting from 'random', then it feels like point buy is saying, "You can never win."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6409324, member: 4937"] I'm not completely happy with either method. I'm just convinced random doesn't work and makes for a worse game. My problems with point buy have more to do with how players choose to play though than anything inherently wrong with it. Rolling up characters is fun, but its not very functional for PCs (and non-functional for NPCs as well if it deprotagonizes the PCs). The fun of rolling up characters - not knowing what you are going to get, in a nutshell - is more than counterbalanced by the fact that usually someone is going to get what they don't want, the method isn't fair, the fact that it makes it harder to give advice on how to balance scenarios to a group's abilities, and the pressure it puts on the metagame. The better someone else's results, the less satisfactory your own results look. The better results you've had in the past, the more disappointing a bad roll is. The more difficult it is to engage the main game through your character's abilities, the more likely you are to be tempted to make your own fun and play a different game than everyone else is playing. And so forth. I feel the justifications for that tend to be pretty weak. Balance is not an inherent property of randomness. Randomness produces an arbitrary result. Fairness requires that players get about the same thing. Justice requires that they get what they deserve. Randomness misses both marks. This isn't a game show. We aren't randomly selecting winners and contestants. We are playing a game together. Diversity is not an inherent property of randomness. We expect if we flip 5 heads in a row the next coin is less likely to be heads, but that's not true. If Diversity is your goal, you can guarantee diversity simply by choosing not being like the last X characters. If inspiration is what you need because you are suffering from choice overload, there are plenty of ways to manage that that don't end up with the lack of balance of true randomness. A functional random chargen would be randomly picking between things that are balanced. For example, randomly selecting a class and race (assuming those are balance). Or randomly selecting a highest ability score, then randomly selecting your second highest, and so forth. Or you could randomly order your stats, generate 5 stats in order, and then buy the sixth one with your remaining points. Or you could roll up random stats and then match them as closely as possible using point buy. This wouldn't be purely random, but has the aspect of the producing the unknown and would generally not have strong balance problems in the outcomes. So people get the thrill of not knowing what they are going to get, and they get the inspiration to play something that they might not have considered, but they don't break the Fundamental Law of Roleplaying. Gambling is an inherent property of random levels of resources, but not I think a functional one in the context of a cooperative or competive game. Winning is fun, but losing is not. Gamblers gamble to win. If they lose, this puts even more pressure on the metagame - chargen is becoming a competition. The person motivated primarily by the thrill of gambling is going to compulsively gamble trying to win 'the jackpot' - I lost, but I'll win the next time. What that tends to mean is you are setting your balance at the jackpot, and then going through frustration before getting what you actually want - the win. And I think that some people who say that they like random, are probably actually saying that they don't like point buy for some reason or the other. For example, if they've been used to playing 34 point buy characters (or higher!) using some random generation method (Method 1 with multiple rerolls, Method 3, Method 5, cheating), setting point buy to 25 feels like a rip off beyond any other aspects of rolling you miss. If point buy limits you beyond what you are used to getting from 'random', then it feels like point buy is saying, "You can never win." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Chess is not an RPG: The Illusion of Game Balance
Top