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Concept of Perfect Imbalance for DndNext Game Design
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<blockquote data-quote="n00bdragon" data-source="post: 5972499" data-attributes="member: 6689371"><p>To steal a video game example this is like saying that because every class in Team Fortress 2 has a primary, a secondary, and a melee weapon that they are all "perfectly balanced" and samey. Nothing could be further from the truth. I don't really think you understand the difference between having a similar format and number of options and actual mechanical balance (perfect or imperfect).</p><p></p><p>If you want D&D to be a good game you have to put everything on the table and be willing to ask yourself "does this make game better?" instead of "is this D&D?" The <strong>standardization</strong> between mechanical options and <strong>presentation</strong> in 4e was an excellent step forward that allowed people to examine exactly what effects certain pieces of the game were having in much more detail than before when class abilities where haphazard jumble and almost entirely rule-of-thumb.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 5972499, member: 6689371"] To steal a video game example this is like saying that because every class in Team Fortress 2 has a primary, a secondary, and a melee weapon that they are all "perfectly balanced" and samey. Nothing could be further from the truth. I don't really think you understand the difference between having a similar format and number of options and actual mechanical balance (perfect or imperfect). If you want D&D to be a good game you have to put everything on the table and be willing to ask yourself "does this make game better?" instead of "is this D&D?" The [B]standardization[/B] between mechanical options and [B]presentation[/B] in 4e was an excellent step forward that allowed people to examine exactly what effects certain pieces of the game were having in much more detail than before when class abilities where haphazard jumble and almost entirely rule-of-thumb. [/QUOTE]
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