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D&D Next Design Goals (Article)
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<blockquote data-quote="P1NBACK" data-source="post: 5876717" data-attributes="member: 83768"><p>This. I want the characters to be "balanced" not by damage output or whatever, but by a different scale entirely. </p><p></p><p>For Apocalypse World, Vincent Baker uses three different measures of balance: mechanically, fictionally and "mindshare". </p><p></p><p>D&D doesn't necessarily have to use <em><strong>this</strong></em> axis, but it seems like it certainly has before. In early D&D, the Fighter was the mechanically powerful class. They were the most reliable. Good AC, good HP, good damage, most staying power, etc. The Thief was fictionally the best. They could use their skills and imagination to circumvent obstacles and avoid conflict entirely. And, the Mage was the "mindshare". When he was doing something, everyone paid attention because usually the effects were going to be significant (even at 1st level, a Sleep spell could be a game-changer). </p><p></p><p>Each class had their own purpose in the group and adventure, and different places where they shined. </p><p></p><p>The problem with balancing everything around combat is that <em>some players don't like combat</em>. Some players like being sneaky, or dealing with problem solving, or unleashing cool magical effects that change the world in significant ways. </p><p></p><p>I wish D&D would move back in this direction. In order for it work though, combat can't be the focus of the game. The game has to be focused on the adventure in sum.</p></blockquote><p></p>
[QUOTE="P1NBACK, post: 5876717, member: 83768"] This. I want the characters to be "balanced" not by damage output or whatever, but by a different scale entirely. For Apocalypse World, Vincent Baker uses three different measures of balance: mechanically, fictionally and "mindshare". D&D doesn't necessarily have to use [I][B]this[/B][/I] axis, but it seems like it certainly has before. In early D&D, the Fighter was the mechanically powerful class. They were the most reliable. Good AC, good HP, good damage, most staying power, etc. The Thief was fictionally the best. They could use their skills and imagination to circumvent obstacles and avoid conflict entirely. And, the Mage was the "mindshare". When he was doing something, everyone paid attention because usually the effects were going to be significant (even at 1st level, a Sleep spell could be a game-changer). Each class had their own purpose in the group and adventure, and different places where they shined. The problem with balancing everything around combat is that [I]some players don't like combat[/I]. Some players like being sneaky, or dealing with problem solving, or unleashing cool magical effects that change the world in significant ways. I wish D&D would move back in this direction. In order for it work though, combat can't be the focus of the game. The game has to be focused on the adventure in sum. [/QUOTE]
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