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Class Balance - why?
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<blockquote data-quote="billd91" data-source="post: 5793304" data-attributes="member: 3400"><p>I wouldn't consider that a very good comparison. Monopoly is a directly competitive game with a very limited set of capabilities of the players. That said, you might want to adjust your strategy if you know about how the player tends to play - aggressive in his property upgrades, hoarder until he can manage to afford more expensive properties? </p><p></p><p>Now let's compare to Advanced Squad Leader. In that game, a player is well advised to study the capabilities of his opponent's units on the scenario card because they are highly variable. And the game will be different depending on who you are playing. Do they aggressively scout with half squads down the wings of the board? Do they tend to use assault movement and the advance phase to slowly grind up the board or make use of Soviet human waves/Japanese banzai charges, dashes through smoke to make faster gains? This game is more open-ended in what the player can do and with more complex pieces. More consideration is necessary. And there are scenario based balance adjustments that can be made to compensate between players with different skill levels. </p><p></p><p>Now look at RPGs. They're even more open-ended than ASL, with characters that are potentially more complex. Yeah, RPGs are going to need a bit more consideration than Monopoly or Settlers of Catan to make them fit what my players want and how they play.</p></blockquote><p></p>
[QUOTE="billd91, post: 5793304, member: 3400"] I wouldn't consider that a very good comparison. Monopoly is a directly competitive game with a very limited set of capabilities of the players. That said, you might want to adjust your strategy if you know about how the player tends to play - aggressive in his property upgrades, hoarder until he can manage to afford more expensive properties? Now let's compare to Advanced Squad Leader. In that game, a player is well advised to study the capabilities of his opponent's units on the scenario card because they are highly variable. And the game will be different depending on who you are playing. Do they aggressively scout with half squads down the wings of the board? Do they tend to use assault movement and the advance phase to slowly grind up the board or make use of Soviet human waves/Japanese banzai charges, dashes through smoke to make faster gains? This game is more open-ended in what the player can do and with more complex pieces. More consideration is necessary. And there are scenario based balance adjustments that can be made to compensate between players with different skill levels. Now look at RPGs. They're even more open-ended than ASL, with characters that are potentially more complex. Yeah, RPGs are going to need a bit more consideration than Monopoly or Settlers of Catan to make them fit what my players want and how they play. [/QUOTE]
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Class Balance - why?
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