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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="Celebrim" data-source="post: 6409377" data-attributes="member: 4937"><p>It keeps coming back to that, doesn't it?</p><p></p><p></p><p></p><p>Certainly it can be the case that point buy isn't balanced either, and indeed frequently often isn't. The core 3e classes are very poorly balanced in their RAW form and that won't really change regardless of how we get our ability scores. Also, the hardest thing about point buy is scoring the possibilities correctly. For example, how much should you be willing to pay for an 18? That's one of the several reasons I soured on complex point buy systems like GURPS.</p><p></p><p>However, I think mathematically even then point buy tends to work out better than rolling in so far as it comes to balance. After all, rolling encompasses all the possibilities available to point buy and then some that point buy excludes. </p><p></p><p></p><p></p><p>The more constrained the access to points, the more a SAD class would be advantaged against a MAD one. Attribute dependency and class balance is something that should have been considered in the design and fixing it goes beyond this discussion. It certainly won't be fixed by rolling. That would be like expecting randomly rolling for your known spells to balance the spells themselves. It might weaken spell-casters and depending on the rest of your context that might be better than nothing, but it wouldn't make a broken spell less broken or less game changing when it appeared.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6409377, member: 4937"] It keeps coming back to that, doesn't it? Certainly it can be the case that point buy isn't balanced either, and indeed frequently often isn't. The core 3e classes are very poorly balanced in their RAW form and that won't really change regardless of how we get our ability scores. Also, the hardest thing about point buy is scoring the possibilities correctly. For example, how much should you be willing to pay for an 18? That's one of the several reasons I soured on complex point buy systems like GURPS. However, I think mathematically even then point buy tends to work out better than rolling in so far as it comes to balance. After all, rolling encompasses all the possibilities available to point buy and then some that point buy excludes. The more constrained the access to points, the more a SAD class would be advantaged against a MAD one. Attribute dependency and class balance is something that should have been considered in the design and fixing it goes beyond this discussion. It certainly won't be fixed by rolling. That would be like expecting randomly rolling for your known spells to balance the spells themselves. It might weaken spell-casters and depending on the rest of your context that might be better than nothing, but it wouldn't make a broken spell less broken or less game changing when it appeared. [/QUOTE]
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