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Doing Wrong Part 2: Fighters, Wizards and Balance Oh My!
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<blockquote data-quote="Meatboy" data-source="post: 6067152" data-attributes="member: 40857"><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"> In part one, we discussed how the game of DnD has changed over the editions in an effort to reflect what people wanted </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">from the game, or at least how some people played it. For me this was merely a lead in to the real meaty question. Are the </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">changes in DnD, specifically the search for balance, good for bringing people into the hobby? I am going to argue that this </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">search for balance, especially the need to balance the classes, is not a good thing. I want to really bring attention to </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">how the fighter and wizard have changed with the editions and how and why these may not be in our best interest as players </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">of Dungeons and Dragons.</span></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"> As I stated before I feel that early editions revolved around the idea of characters roaming around“dungeons”, looting, </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">killing and pretty much just trying to see how far they could push it before they died, either through bad choices, bad </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">luck or some combination thereof. Pretty much it was a game of survival. Something I didn’t touch on last time was the idea </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">that the rules state, quite specifically IIRC, that when you die you start over again at level 1. This to me is huge </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">because it means that the classes are not just archetypes that define how you interact with the game world, but they were </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">also intended to be a risk vs. reward mechanic.</span></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"> I look at the fighter as being an “easy mode” as it were compared to the wizard’s more challenging “hard mode”. At first </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">level the fighter is the boss with high HP, AC, to hit bonus,the best damage and saves. A fighter was far more likely to </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">see level 2 than anyother class. Unfortunately that ease of survival just leads to more of the same level over level. The </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">wizard on the other hand is much harder to get to level 2, and beyond, requiring both player skill as well as good dose of </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">luck. (Seriously 1 hp at first level is a very real thing for early edition wizards.) However a player that chooses to do </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">it the hard way is rewarded, with power. This creates its own kind of balance but one that only works within the confines </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">of the dungeon survival game, starting over at first level is key to this. When we started to move towards “narratives”and </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">“exploration of character” this was one of the first things to go, probably because it’s hard to “role”play when you roll </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">up a new character every session (or sooner).</span></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"> It doesn’t help either that conceptually wizards from earlier editions were pretty bad at being wizards in addition to </span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">their extreme fragility. Being able to cast only a single spell before you have to run and hide, or get creamed by a </span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">monster before you even get to cast it. You can see over the editions moves to make wizards more playable and survivable at </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">low levels. By 3ed wizards are pretty decent unfortunately that means pretty much everything that was used to balance them </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">was removed. Compare that to fighters who have been bland but generally effective at being a fighter out of the gate and </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">you can see why there has been a push towards class balance in 4e. Unfortunately I feel that this has really raised the bar </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">when it comes to getting people into the game. Where once youcould invite somebody over who had never played an RPG hand </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">them a character sheet (of a fighter anyway) and get them playing in next to no time. Today with even a “simple” class </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">having pages and pages of permutations and choices it has got to be easier for some people to say “screw this” and spend </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">their time doing something that doesn’t have such an initial time investment. And that is only if the new guy is playing </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">with veterans I feel sorry for a group of kids that has to slog through 900+ pages of core rules to play 5-6 hours of game </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">on a Saturday night. (Though I envy them being able to look at the game with a fresh sense of wonder and possibility :'( )</span></span></span></p><p> <span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000"> I certainly welcome the options that developed over the years but I can help but feel that perhaps having a good simple base </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">and maybe a few “easy mode” choices to help ease people into the wider rules system will go a long way to help draw more </span></span></span><span style="font-size: 10px"><span style="font-family: 'Arial'"><span style="color: #000000">people into the game we all enjoy.</span></span></span></p></blockquote><p></p>
[QUOTE="Meatboy, post: 6067152, member: 40857"] [SIZE=2][FONT=Arial][COLOR=#000000] In part one, we discussed how the game of DnD has changed over the editions in an effort to reflect what people wanted [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]from the game, or at least how some people played it. For me this was merely a lead in to the real meaty question. Are the [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]changes in DnD, specifically the search for balance, good for bringing people into the hobby? I am going to argue that this [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]search for balance, especially the need to balance the classes, is not a good thing. I want to really bring attention to [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]how the fighter and wizard have changed with the editions and how and why these may not be in our best interest as players [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]of Dungeons and Dragons. As I stated before I feel that early editions revolved around the idea of characters roaming around“dungeons”, looting, [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]killing and pretty much just trying to see how far they could push it before they died, either through bad choices, bad [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]luck or some combination thereof. Pretty much it was a game of survival. Something I didn’t touch on last time was the idea [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]that the rules state, quite specifically IIRC, that when you die you start over again at level 1. This to me is huge [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]because it means that the classes are not just archetypes that define how you interact with the game world, but they were [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]also intended to be a risk vs. reward mechanic. I look at the fighter as being an “easy mode” as it were compared to the wizard’s more challenging “hard mode”. At first [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]level the fighter is the boss with high HP, AC, to hit bonus,the best damage and saves. A fighter was far more likely to [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]see level 2 than anyother class. Unfortunately that ease of survival just leads to more of the same level over level. The [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]wizard on the other hand is much harder to get to level 2, and beyond, requiring both player skill as well as good dose of [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]luck. (Seriously 1 hp at first level is a very real thing for early edition wizards.) However a player that chooses to do [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]it the hard way is rewarded, with power. This creates its own kind of balance but one that only works within the confines [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]of the dungeon survival game, starting over at first level is key to this. When we started to move towards “narratives”and [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]“exploration of character” this was one of the first things to go, probably because it’s hard to “role”play when you roll [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]up a new character every session (or sooner). It doesn’t help either that conceptually wizards from earlier editions were pretty bad at being wizards in addition to [/COLOR][/FONT][/SIZE] [SIZE=2][FONT=Arial][COLOR=#000000]their extreme fragility. Being able to cast only a single spell before you have to run and hide, or get creamed by a [/COLOR][/FONT][/SIZE] [SIZE=2][FONT=Arial][COLOR=#000000]monster before you even get to cast it. You can see over the editions moves to make wizards more playable and survivable at [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]low levels. By 3ed wizards are pretty decent unfortunately that means pretty much everything that was used to balance them [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]was removed. Compare that to fighters who have been bland but generally effective at being a fighter out of the gate and [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]you can see why there has been a push towards class balance in 4e. Unfortunately I feel that this has really raised the bar [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]when it comes to getting people into the game. Where once youcould invite somebody over who had never played an RPG hand [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]them a character sheet (of a fighter anyway) and get them playing in next to no time. Today with even a “simple” class [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]having pages and pages of permutations and choices it has got to be easier for some people to say “screw this” and spend [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]their time doing something that doesn’t have such an initial time investment. And that is only if the new guy is playing [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]with veterans I feel sorry for a group of kids that has to slog through 900+ pages of core rules to play 5-6 hours of game [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]on a Saturday night. (Though I envy them being able to look at the game with a fresh sense of wonder and possibility :'( ) I certainly welcome the options that developed over the years but I can help but feel that perhaps having a good simple base [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]and maybe a few “easy mode” choices to help ease people into the wider rules system will go a long way to help draw more [/COLOR][/FONT][/SIZE][SIZE=2][FONT=Arial][COLOR=#000000]people into the game we all enjoy.[/COLOR][/FONT][/SIZE][SIZE=2][FONT=arial][COLOR=#000000][/COLOR][/FONT][/SIZE] [/QUOTE]
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Doing Wrong Part 2: Fighters, Wizards and Balance Oh My!
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