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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Dark Sun 3E rules
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="woodelf" data-source="post: 1064281" data-attributes="member: 10201"><p>I wasn't suggesting that things be imbalanced in an actual-play sort of way. I'm suggesting that mechanical balance doesn't necessarily produce playtime balance, and that within the context of a specific setting you *can* use non-mechanical elements to balance mechanical ones.</p><p></p><p>Oh, and anecdote time: I played in a D&D3E campaign for 2 years. It fairly quickly became obvious that the monk i'd chosen to play was underpowered compared to the rest of the group (so, compared to barbarian, fighter, ranger, paladin, cleric, druid, sorcerer, bard, and wizard--nobody played a rogue at any point). I was in constant danger of being the show stealer. That matches my experiences from day one of RPGs: the good and/or outgoing RPer is the show-stealer, not the player with the powerful character. At least, not unless the power imbalance is absolutely ridiculous (as in, the powerful character can cover all the niches, and has no need for the others in any capacity). That's why i think that niche protection is far more important than overall power--even assuming you could accurately guage the latter. <em>edit: and this is yet another case where i think the core system in Spycraft outshines that in D&D3E: the "core ability" of each class is only available to 1st-level characters, so the person who starts out in a given class always has a leg-up on the person who multiclasses into it.</em></p><p></p><p>As for balancing "across the full spectrum of gaming styles": how does that help? Campaigns don't run the full spectrum, and those that do usually tend to one style or another. Is the game really balanced if you spend 90% fighting (where some classes excel) and 10% politics (where others do)? What about the other way 'round? Getting the limelight in an equal number of styles is no help if those styles come up very unequally.</p><p></p><p></p><p></p><p>In this context: absolute: inflexible and not dependent on the particulars of the group or campaign; abstract: somehow derived solely from the mechanics of the game, yet applying to all game groups, settings, and play styles--thus, abstracting from the concrete reality of RPing, where all of those things contribute to what is balanced and what is not.</p><p></p><p></p><p></p><p>So spell them out. Who says RPing elements have to be all wishy-washy? Whether it's part of the balance of a class, or just an element of the setting, you need to say what happens when you let off a fireball in the town square--that's part of what makes the setting. So, i'm not proposing arbitrary RPing disads (or ads). Take D&D3E as an example: it has several quite specific RPing disads built in: paladin behavior, barbarian alignment, monks and paladins not multiclassing, rangers fighting with 2 weapons, half-elven diplomacy, etc. In each case, an RPing element has been codified so that it has roughly the same impact regardless of the group (provided they are following the rules). The same could be done for Dark Sun (using existing systems, or inventing new ones).</p><p></p><p></p><p>Well, i think that's a sort of silly answer. What if i design a region where weapons are not allowed, and even fisticuffs will get you life in prison? Is it the game's fault that fighters are shafted there? D&D has certain in-built assumptions WRT the setting. Dark Sun has far more specific ones. You can't expect the classes, races, etc., to necessarily work in a different setting. The only change is that the parameters of the intended setting for Dark Sun are significantly narrower than the intended setting for D&D. And, on th flip side, much of the flavor of Dark Sun comes from the social and environmental setting, so i'd like to see those incorporated into the mechanics of the game (such as through class abilities/restrictions).</p></blockquote><p></p>
[QUOTE="woodelf, post: 1064281, member: 10201"] I wasn't suggesting that things be imbalanced in an actual-play sort of way. I'm suggesting that mechanical balance doesn't necessarily produce playtime balance, and that within the context of a specific setting you *can* use non-mechanical elements to balance mechanical ones. Oh, and anecdote time: I played in a D&D3E campaign for 2 years. It fairly quickly became obvious that the monk i'd chosen to play was underpowered compared to the rest of the group (so, compared to barbarian, fighter, ranger, paladin, cleric, druid, sorcerer, bard, and wizard--nobody played a rogue at any point). I was in constant danger of being the show stealer. That matches my experiences from day one of RPGs: the good and/or outgoing RPer is the show-stealer, not the player with the powerful character. At least, not unless the power imbalance is absolutely ridiculous (as in, the powerful character can cover all the niches, and has no need for the others in any capacity). That's why i think that niche protection is far more important than overall power--even assuming you could accurately guage the latter. [i]edit: and this is yet another case where i think the core system in Spycraft outshines that in D&D3E: the "core ability" of each class is only available to 1st-level characters, so the person who starts out in a given class always has a leg-up on the person who multiclasses into it.[/i] As for balancing "across the full spectrum of gaming styles": how does that help? Campaigns don't run the full spectrum, and those that do usually tend to one style or another. Is the game really balanced if you spend 90% fighting (where some classes excel) and 10% politics (where others do)? What about the other way 'round? Getting the limelight in an equal number of styles is no help if those styles come up very unequally. In this context: absolute: inflexible and not dependent on the particulars of the group or campaign; abstract: somehow derived solely from the mechanics of the game, yet applying to all game groups, settings, and play styles--thus, abstracting from the concrete reality of RPing, where all of those things contribute to what is balanced and what is not. So spell them out. Who says RPing elements have to be all wishy-washy? Whether it's part of the balance of a class, or just an element of the setting, you need to say what happens when you let off a fireball in the town square--that's part of what makes the setting. So, i'm not proposing arbitrary RPing disads (or ads). Take D&D3E as an example: it has several quite specific RPing disads built in: paladin behavior, barbarian alignment, monks and paladins not multiclassing, rangers fighting with 2 weapons, half-elven diplomacy, etc. In each case, an RPing element has been codified so that it has roughly the same impact regardless of the group (provided they are following the rules). The same could be done for Dark Sun (using existing systems, or inventing new ones). Well, i think that's a sort of silly answer. What if i design a region where weapons are not allowed, and even fisticuffs will get you life in prison? Is it the game's fault that fighters are shafted there? D&D has certain in-built assumptions WRT the setting. Dark Sun has far more specific ones. You can't expect the classes, races, etc., to necessarily work in a different setting. The only change is that the parameters of the intended setting for Dark Sun are significantly narrower than the intended setting for D&D. And, on th flip side, much of the flavor of Dark Sun comes from the social and environmental setting, so i'd like to see those incorporated into the mechanics of the game (such as through class abilities/restrictions). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dark Sun 3E rules
Top