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Concept of Perfect Imbalance for DndNext Game Design
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<blockquote data-quote="Minigiant" data-source="post: 5972986" data-attributes="member: 63508"><p>Well, I disagree that Perfect Imbalance does not match up with D&D. Some aspects of it does. Lock at the last 3 things said.</p><p></p><p><strong>1) Make sure any character can't be great at everything.</strong></p><p></p><p>This is the CODzilla/BatWizards issue. Because this is a cooperative game, you have to make being great at everything difficult to in the default game. You can make being at least <u>"Average"</u> at everything available but make a clear difficult between <u>"Great"</u> and <u>"Average"</u> to avoid overshadowing.</p><p></p><p><strong>2) Firm knowledge of interactions of resources available to PCs</strong></p><p></p><p>AKA don't make spells, feats, items, and features in a vacuum and make a MASSIVE Head ache for DMs. Either balance them or explain to DMs what balance issues they create so the DMs can know what they are getting into early.</p><p></p><p><strong>3) Give Players a wide enough group of options within their characters.</strong></p><p></p><p>No one trick one pillar PCs. You don't have to give characters a working option for everything they run into, but they should have more that one option available. If you don't, it puts a strain on the DM to never use this obstacle if the party lacks the option or to insert "convenient" solutions in the area. (Or there happens to be a barrel of acid in the room with the troll *rolls eyes*)</p><p></p><p>You don't have to give the fighter the triangle peg, but you can give them the square and circle. When the triangle holes appear, hopefully someone has a triangle peg.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5972986, member: 63508"] Well, I disagree that Perfect Imbalance does not match up with D&D. Some aspects of it does. Lock at the last 3 things said. [B]1) Make sure any character can't be great at everything.[/B] This is the CODzilla/BatWizards issue. Because this is a cooperative game, you have to make being great at everything difficult to in the default game. You can make being at least [U]"Average"[/U] at everything available but make a clear difficult between [U]"Great"[/U] and [U]"Average"[/U] to avoid overshadowing. [B]2) Firm knowledge of interactions of resources available to PCs[/B] AKA don't make spells, feats, items, and features in a vacuum and make a MASSIVE Head ache for DMs. Either balance them or explain to DMs what balance issues they create so the DMs can know what they are getting into early. [B]3) Give Players a wide enough group of options within their characters.[/B] No one trick one pillar PCs. You don't have to give characters a working option for everything they run into, but they should have more that one option available. If you don't, it puts a strain on the DM to never use this obstacle if the party lacks the option or to insert "convenient" solutions in the area. (Or there happens to be a barrel of acid in the room with the troll *rolls eyes*) You don't have to give the fighter the triangle peg, but you can give them the square and circle. When the triangle holes appear, hopefully someone has a triangle peg. [/QUOTE]
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