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<blockquote data-quote="CapnZapp" data-source="post: 8360474" data-attributes="member: 12731"><p>???</p><p></p><p>Balance is a solution, not a problem.</p><p></p><p>Most games I like are notoriously not-balanced.</p><p></p><p>In theory you have level-headed and impersonal players who make sure not to create characters significantly better than those of their fellow group members, but in practice the siren song of getting to be the hero always gets you in the end.</p><p></p><p>Much better if the GM can just hand out the rulebook trusting it's designers to not allow too-powerful builds. (Obviously the GM might still want to help newcomers into avoiding the inevitable clunkers)</p><p></p><p>And no, we don't focus our games around damage and combat performance only. A common tactic to try to trash the desire for balance in ttrpgs is to paint those wanting balance as roll-playing munchkins.</p><p></p><p>But you know what?</p><p></p><p><em>Everybody</em> benefits from balance. If you're not interested or concerned about balance in the slightest then by definition you would find a balanced game just as good as an imbalanced one.</p><p></p><p>While people that do appreciate balance only finds the latter category suitable.</p><p></p><p>So while imbalanced games cater only to a portion of the market, balanced ones cater to everybody.</p><p></p><p>Then there's the argument "the desire for balance leeched the fun out of the game design". That's a fair objection; just take 4E and PF2 as warning examples.</p><p></p><p>5E however, succeeds to a significant degree because it strikes a good balance between fun, simplicity and balance!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8360474, member: 12731"] ??? Balance is a solution, not a problem. Most games I like are notoriously not-balanced. In theory you have level-headed and impersonal players who make sure not to create characters significantly better than those of their fellow group members, but in practice the siren song of getting to be the hero always gets you in the end. Much better if the GM can just hand out the rulebook trusting it's designers to not allow too-powerful builds. (Obviously the GM might still want to help newcomers into avoiding the inevitable clunkers) And no, we don't focus our games around damage and combat performance only. A common tactic to try to trash the desire for balance in ttrpgs is to paint those wanting balance as roll-playing munchkins. But you know what? [I]Everybody[/I] benefits from balance. If you're not interested or concerned about balance in the slightest then by definition you would find a balanced game just as good as an imbalanced one. While people that do appreciate balance only finds the latter category suitable. So while imbalanced games cater only to a portion of the market, balanced ones cater to everybody. Then there's the argument "the desire for balance leeched the fun out of the game design". That's a fair objection; just take 4E and PF2 as warning examples. 5E however, succeeds to a significant degree because it strikes a good balance between fun, simplicity and balance! [/QUOTE]
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