JamesonCourage
Adventurer
Out of context, this is a really funny post.reportedEric603 said:I began play with 1st Edition.
Out of context, this is a really funny post.reportedEric603 said:I began play with 1st Edition.
Don't really see any huge dispute with that. Then again, I've yet to play a D&D game where choices in play didn't matter, so I don't see that this is a particular target for change.Me also. For me, I want pre-play choices to provide context/heft (eg am I a knight or a bandit?), but play should be where the consequences of that are really determined.
There is a distinction between character creation and roleplaying that character, but the former is a rather substantial part of the rpg (and, in particular, D&D) experience.For me, this is preplay. It's not play; not the collective generation of a shared fiction.
Of course. But that's balance, not 4e-style "balance". Of course most rpgs are balanced in some way.The AD&D PHB, authored by Gygax over 30 years ago, talks in its opening pages about making changes to improve balance.
I don't understand the contrast.But that's balance, not 4e-style "balance".
I think that's one of many possible valid answers.I think what Ahnehnois is saying is that 1e/2e "balance" is done by looking at the entierty of a characters campaign career...not by choosing some particular level and seeing how "Class A" measures of to "Class B" in terms of numbers.
OK. These all seems fairly close to truisms. I'm not seeing any special sense in which 4e is "balanced" rather than balanced. (As per the contrast you drew in your post upthread.)Balance does not have to refer to combat, does not have to be oriented around single encounters, and does not presuppose concepts like roles and pillars and powers (or even classes and levels).
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It does not require that all PCs be equally useful in any particular situation
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It does not require that meaningful character choices be removed or limited and does not preclude the possibility of failure.
And, most importantly, the concept is subservient to the nature of the game itself. It can only be balanced given that it does the range of what it is supposed to do and is comprehensible and enjoyable to its audience.
This I find a bit puzzling, though. For instance, [MENTION=45197]pming[/MENTION] seems to be using something like this notion to explain how AD&D is balanced. ("Useful" covers a lot of ground, of course - presumably we're meaning something like "Useful holding constant a given degree of player skill".)It does not require that all PCs be equally useful <snippage> even over an aggregated series of situations.
Well, I don't really know what was a bad idea. If you go back and read the 4e DMG1 Encounters chapter it is really not all that nailed down. It gives some pretty precise advice but it seems clearly in the vein of advice, not purely formulaic rules. There's of course a narrow path there. If you make things too hard and fast then DMs will tend to get locked into thinking they MUST do A, B, and C, but if your advice is too vague then it has really limited value. I think 4e's presentation does have some issues. For instance James talks about 'set dressing' and different ways of going about creating a setting for an encounter, but I think he fails to really clearly come right out and emphasize how unique plot and environmental elements drive encounter design and how this where 4e wants you to focus your effort. The templates, roles, etc that follow actually are pretty helpful in terms of ALLOWING you to focus on story and set, but its easy to just forget about that other stuff and get lost in the mechanics of "well, I'm going to make a Wolf Pack encounter, so I gotta have 5 skirmishers and its going to be medium hard so they need to be level X" etc.Well, there's that and then there's the real problem: beginners who don't know any better. I never used the encounter building guidelines; even as a teenage beginner I avoided them without understanding why (at least not to the degree I do today). However, now that I have some experience and do understand why, I shudder to think of how it would have gone if I had. I doubt I'd still be playing rpgs today.
And that's really my issue with a lot of these debates. It's true that I can keep playing and enjoying my game regardless of what 5e is or 4e was in print, but I don't want bad ideas to kill the hobby as a whole. After all, I might need more players someday.
I don't disagree with this, at least not completely. To compare to storytelling on screen, there are a very few people who do truly believe and act as if they are the character, the Daniel Day Lewis types. However, most actors, and almost all other people involved with the process are not completely in character and are effectively "metagaming". I suspect D&D is the same way; a few acting savants and a lot of us who either have other predilections or simply lack that level of roleplaying ability. I know (that despite having a few theater classes under my belt, a psychology background, and being a passable performer in several different persuasions and a skilled liar) I am definitely the latter.
So are we generally metagaming to some extent when we roleplay our characters? Yeah. I guess I do agree with that. Are we suspending disbelief on that count so we can enjoy the story within the game (as we do when consuming any fiction, really)? Probably.
Where I think differently is on when and for what reason to use metagame thinking. For example, I'm metagaming when I add in an NPC specifically to talk to and engage a PC who seems to have been neglected; I'm trying to engage the player as well as the character. I'm metagaming when I speed up or forgo an encounter because we're running out of time in the real world. I'm metagaming when I design an NPC's equipment considering what will happen if and when the PCs get it (which is not likely part of the NPC's thinking process when he buys equipment). But, to go back to the original point, I stop short of this:
I really do try not to do that. And with D&D, dice come in handy. I try to adopt the perspective of the character, but I also frequently roll behind the scenes to determine what an NPC will do (such that his behavior is not solely an extension of my will). Is there still an element of deception in playing an NPC? Yes. Is my will still behind them? Yes. But I don't (to bring this long post around) think that I do, or should do, metagaming to adjust the difficulty of challenges to match the players aptitude at overcoming them, and it is, while likely embedded in some of my decisions, a philosophy that I actively try to avoid.
George604 said:They have to do something. They've lost market share.
I think it is telling that your examples are NOT RPGs. In fact 2 of them are solo computer games, and the third, M:tG is OBSESSED with equality of opportunity, and goes to great lengths to remove from play inherently imbalancing factors (IE rare cards that give advantages in too many situations). M:tG can fairly be said to be ABOUT deck-building skill anyway, the actual play of the game is a rather abreviated affair that usually takes 5-15 minutes between skilled players. In fact M:tG is pretty much all meta-game. It is in any case NOTHING like D&D.Still, there is a distinction between a one-time prep and the regular recurring game. But I would say that many games other than D&D rely on that one-time event. If you're playing Civilization, it matters which civilization you choose. If you're playing Madden, it matters how you choose and construct your team. They're not all equal. If you're playing Magic, you have to create a good deck before the game starts. If you're into miniatures wargames, you have to create an army. In any of those examples, actual gameplay is dependent on effective preparation, and a wide range of power levels can be created. So clearly this paradigm can create a satisfying game experience.
Odd how you talk about maximizing choices, yet anything that falls out of your very narrow process sim agenda is instantly rejected. Where did the breadth of options go there?But there's also the verisimilitude factor. Does your character have to live with the character creation choices you've made? Yes. But so does a person. The genes you have and your early life experiences and social upbringing absolutely affect your level of opportunity in later life. And good fiction grabs those inequalities and runs with them.
I also don't see how the first example affects the range of choices later on. AFAICT, even in the second example, people have a pretty full range of choices later on.
As far as I can tell, the idea that all these character creation choices should be equal originated with 4e, and I'm hard-pressed to find any other examples, nor do I see why it would be desirable (nor do I like that the term "balance" has been co-opted to mean that").
Footnote in a scene? yes. That is where the difference lies I suppose and one of the additive reasons I did not sign on with 4e. 4e boils everything down into game elements important to the scene, and letting 'authorship' take over for the overall campaign.
Many DM's don't design for the scene alone, shifting the point of the game from the story to the challenge 'scene' I suppose and using story to link the scenes. For me the importance was the overall world, not the individual scenes.