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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Concept of Perfect Imbalance for DndNext Game Design
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="Campbell" data-source="post: 5973271" data-attributes="member: 16586"><p>The progression meta game of high end raiding in World of Warcraft is pretty much a perfect example of this principle in motion. The buff/nerf cycle and changing of rotational priorities over time along with encounters that favor certain utility abilities heavily favor players who can adapt differing play styles with ease. The best progression groups feature players with multiple raid ready characters that can switch between and play optimally. This allows groups to change up their composition in order to take advantage of classes that are on the upswing of the buff/nerf cycle as well as specific encounter mechanics that favor certain classes over one another.</p><p></p><p></p><p>AD&D has an element of this with spell casters being able to reinvent themselves on a daily basis, but only if adventures are within a certain range of difficulty and the DM does not stack the deck. Still, players do not acquire new spells fast enough or face differentiated enough opposition for such a meta game to be a major component. Counters are also too obvious and differences not subtle enough. Doesn't help that only some of the players even get to participate in the meta game. Fighters and thieves are entirely too locked into a suite of abilities.</p></blockquote><p></p>
[QUOTE="Campbell, post: 5973271, member: 16586"] The progression meta game of high end raiding in World of Warcraft is pretty much a perfect example of this principle in motion. The buff/nerf cycle and changing of rotational priorities over time along with encounters that favor certain utility abilities heavily favor players who can adapt differing play styles with ease. The best progression groups feature players with multiple raid ready characters that can switch between and play optimally. This allows groups to change up their composition in order to take advantage of classes that are on the upswing of the buff/nerf cycle as well as specific encounter mechanics that favor certain classes over one another. AD&D has an element of this with spell casters being able to reinvent themselves on a daily basis, but only if adventures are within a certain range of difficulty and the DM does not stack the deck. Still, players do not acquire new spells fast enough or face differentiated enough opposition for such a meta game to be a major component. Counters are also too obvious and differences not subtle enough. Doesn't help that only some of the players even get to participate in the meta game. Fighters and thieves are entirely too locked into a suite of abilities. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Concept of Perfect Imbalance for DndNext Game Design
Top