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*Dungeons & Dragons
Do players really want balance?
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<blockquote data-quote="tetrasodium" data-source="post: 9481708" data-attributes="member: 93670"><p>Going to snip this down a bit because there is a point that deserves discussion without needing to get watered down and lost in the broader sprawl of things</p><p></p><p>I think that there are two important issues to address in that with a giant spotlight because the "just crank it harder" crowd have been presenting that idea as if there are no downsides and no complications to doing so.</p><p></p><p>The easy one to tackle is that the players will quickly notice that all of the encounters are loldeadly and beyond deadly. That in itself leads to an arms race and blame game when things go wrong. When the players suffer setbacks at the claws of what is obviously an inappropriately leveled encounter it's easy for players to look at their GM and blame their gm for it regardless of anything the players could have done better or boneheaded choices they made contributing to the setback.</p><p></p><p>The arms race plays out with much worse results. Because PCs are designed with the slogfest expectation of 6-8 medium to hard encounters they are almost certainly going to be equipped as a party with the most optimal tools for any given encounter and feel confident in going overboard thanks to neovancian rather than vancian prep. On top of having the most optimal tools for any job you wind up with a scenario where it becomes easy for players to fall into a 5mwd expectation they see as justified because encounters are all deadly and deadly+. Then you can top that all of with the avalanche of disaster that comes with the condensed adventuring day dramatically (dis)favoring some classes over others in ways that damages overall fun at the table for players who didn't pick the winner builds</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9481708, member: 93670"] Going to snip this down a bit because there is a point that deserves discussion without needing to get watered down and lost in the broader sprawl of things I think that there are two important issues to address in that with a giant spotlight because the "just crank it harder" crowd have been presenting that idea as if there are no downsides and no complications to doing so. The easy one to tackle is that the players will quickly notice that all of the encounters are loldeadly and beyond deadly. That in itself leads to an arms race and blame game when things go wrong. When the players suffer setbacks at the claws of what is obviously an inappropriately leveled encounter it's easy for players to look at their GM and blame their gm for it regardless of anything the players could have done better or boneheaded choices they made contributing to the setback. The arms race plays out with much worse results. Because PCs are designed with the slogfest expectation of 6-8 medium to hard encounters they are almost certainly going to be equipped as a party with the most optimal tools for any given encounter and feel confident in going overboard thanks to neovancian rather than vancian prep. On top of having the most optimal tools for any job you wind up with a scenario where it becomes easy for players to fall into a 5mwd expectation they see as justified because encounters are all deadly and deadly+. Then you can top that all of with the avalanche of disaster that comes with the condensed adventuring day dramatically (dis)favoring some classes over others in ways that damages overall fun at the table for players who didn't pick the winner builds [/QUOTE]
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Do players really want balance?
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