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
*Pathfinder & Starfinder
Class Balance - why?
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="billd91" data-source="post: 5784554" data-attributes="member: 3400"><p>I think it's partly a question of what you lose by pursuing it, particularly in the 4e case. There are a variety of ways to pursue balance. 3e pursues it (or at least tries to) more than 1e and 2e did, but some of the other gamist changes built in to streamline the game ended up working against that. (Such as how much easier it is for a caster to cast without interruptions in 3e with cyclical initiatives and standard action casting times compared to 2e's round-by-round initiative and declaring your action before the initiative is rolled.)</p><p></p><p>I can understand, at least partly, why 4e's design team put all PCs on the same power and action structure. It's easier to do it that way. But it's also unsatisfying for players who want their fantasy RPG archetypes to behave in different ways and feel different. But the more different the powers and abilities are, the harder they are to directly compare and be sure they are balanced. </p><p></p><p>Moreover, focusing on the mechanical balance of the PCs, depending on how it is done, may alter the balance of the game between simulationist and gamist elements. For a simulationist, magic should be pretty magical and be largely open ended in what effects it can produce. It's magic after all. Put too much effort into balance and the magic gets watered down. You get the same thing if you spend too much time with character class niche protection too, so that's not a situation limited solely to 4e. This creates a certain kind of imbalance in that casters have a broader palette of options to choose from when dealing with an encounter - the more mundane ones such as negotiating, sneaking, and fighting their way through, as well as magical ones like flying, charming, teleporting, and so on. And ultimately, for someone who wants a simulation with significant magic, there's ultimately no getting around it. Casters get a suite of options the non-magical classes don't get no matter how much better a physical combatant a fighter is. Ultimately, this is even true in 4e, though 4e does offer up rituals to any character interested in investing in them.</p><p></p><p>Pathfinder, for example, leaves the magical power of magic mostly in its place but tries to inject balance in other ways. They could have gone a bit farther, I think improving some saving throws would help as would bumping more spells to 1 round casting times. And there are undoubtedly more ideas as well that we'll probably see in PF 2nd edition in another 7 years or so if Paizo predictions hold true.</p></blockquote><p></p>
[QUOTE="billd91, post: 5784554, member: 3400"] I think it's partly a question of what you lose by pursuing it, particularly in the 4e case. There are a variety of ways to pursue balance. 3e pursues it (or at least tries to) more than 1e and 2e did, but some of the other gamist changes built in to streamline the game ended up working against that. (Such as how much easier it is for a caster to cast without interruptions in 3e with cyclical initiatives and standard action casting times compared to 2e's round-by-round initiative and declaring your action before the initiative is rolled.) I can understand, at least partly, why 4e's design team put all PCs on the same power and action structure. It's easier to do it that way. But it's also unsatisfying for players who want their fantasy RPG archetypes to behave in different ways and feel different. But the more different the powers and abilities are, the harder they are to directly compare and be sure they are balanced. Moreover, focusing on the mechanical balance of the PCs, depending on how it is done, may alter the balance of the game between simulationist and gamist elements. For a simulationist, magic should be pretty magical and be largely open ended in what effects it can produce. It's magic after all. Put too much effort into balance and the magic gets watered down. You get the same thing if you spend too much time with character class niche protection too, so that's not a situation limited solely to 4e. This creates a certain kind of imbalance in that casters have a broader palette of options to choose from when dealing with an encounter - the more mundane ones such as negotiating, sneaking, and fighting their way through, as well as magical ones like flying, charming, teleporting, and so on. And ultimately, for someone who wants a simulation with significant magic, there's ultimately no getting around it. Casters get a suite of options the non-magical classes don't get no matter how much better a physical combatant a fighter is. Ultimately, this is even true in 4e, though 4e does offer up rituals to any character interested in investing in them. Pathfinder, for example, leaves the magical power of magic mostly in its place but tries to inject balance in other ways. They could have gone a bit farther, I think improving some saving throws would help as would bumping more spells to 1 round casting times. And there are undoubtedly more ideas as well that we'll probably see in PF 2nd edition in another 7 years or so if Paizo predictions hold true. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
Top