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Do players really want balance?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9480616" data-attributes="member: 6790260"><p>The biggest issue on that front is when one character is clearly capable of outright replacing others. It <em>can</em> be great to be the "rock" everyone knows they can depend upon, but the line between enabling that sort of behavior, and just outright making one character fully capable of replacing another, can be <em>slim</em> at best.</p><p></p><p>Like, the 3e Druid was not made with the intent of producing something stupidly overpowered. They just wanted a class that could do a cool thing (shapeshift), and that had a worthwhile animal friend, and could do some reasonable nature magic on the side. It just happened that two of those things (the spells and the shapeshift) could be entire classes by themselves, and the animal companion, especially with some item investment, could literally be almost as good as having an actual Fighter played by a friend.</p><p></p><p>This is one reason, among several, why it is important to give folks more or less equitable <em>mechanical</em> opportunity to meaningfully affect the direction of play. If the players don't actually use the tools given to them, that's on them, of course. But when you furnish one player with a hundred awesome ways to change the world <em>in addition to</em> being able to negotiate (except better, because those tools now become new bargaining chips at the negotiation table!), and then tell another character that they'll get two fairly restrictive ways to influence the world and <em>have</em> to negotiate for absolutely everything else...</p><p></p><p>Yeah. It leads to issues.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9480616, member: 6790260"] The biggest issue on that front is when one character is clearly capable of outright replacing others. It [I]can[/I] be great to be the "rock" everyone knows they can depend upon, but the line between enabling that sort of behavior, and just outright making one character fully capable of replacing another, can be [I]slim[/I] at best. Like, the 3e Druid was not made with the intent of producing something stupidly overpowered. They just wanted a class that could do a cool thing (shapeshift), and that had a worthwhile animal friend, and could do some reasonable nature magic on the side. It just happened that two of those things (the spells and the shapeshift) could be entire classes by themselves, and the animal companion, especially with some item investment, could literally be almost as good as having an actual Fighter played by a friend. This is one reason, among several, why it is important to give folks more or less equitable [I]mechanical[/I] opportunity to meaningfully affect the direction of play. If the players don't actually use the tools given to them, that's on them, of course. But when you furnish one player with a hundred awesome ways to change the world [I]in addition to[/I] being able to negotiate (except better, because those tools now become new bargaining chips at the negotiation table!), and then tell another character that they'll get two fairly restrictive ways to influence the world and [I]have[/I] to negotiate for absolutely everything else... Yeah. It leads to issues. [/QUOTE]
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Do players really want balance?
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