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Ed Stark on an unbalanced rule in Unearthed Arcana
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<blockquote data-quote="Estlor" data-source="post: 1404496" data-attributes="member: 7261"><p>It seems like Unearthed Arcana, but its very nature, is almost impossible to balance as a whole. Each individual item changes an aspect of the game in a fundamental way, making the D&D game something different where different balance requirements exist. The early chapters - race and class adjustments - are fairly easy to balance since you have other races and classes to compare to, but how do you know spell points, legendary items, an injury system, or item familiars are balanced when nothing like that exists in the standard D&D game? And how can you balance an item in the book against the standard and still be sure it is balanced when other items in UA are put into the same game?</p><p></p><p>I suppose in this case it is entirely reasonable to ask the designers what their intention was behind certain variants in UA, just so we know what they consider to be a suitable game adjustment to cope with the new variant. I can see how items familiars need an environment where items face an equal threat of destruction as non-item familiars, kind of like adopting spell points as the norm diminishes the value of psionics (as currently written) in a campaign.</p></blockquote><p></p>
[QUOTE="Estlor, post: 1404496, member: 7261"] It seems like Unearthed Arcana, but its very nature, is almost impossible to balance as a whole. Each individual item changes an aspect of the game in a fundamental way, making the D&D game something different where different balance requirements exist. The early chapters - race and class adjustments - are fairly easy to balance since you have other races and classes to compare to, but how do you know spell points, legendary items, an injury system, or item familiars are balanced when nothing like that exists in the standard D&D game? And how can you balance an item in the book against the standard and still be sure it is balanced when other items in UA are put into the same game? I suppose in this case it is entirely reasonable to ask the designers what their intention was behind certain variants in UA, just so we know what they consider to be a suitable game adjustment to cope with the new variant. I can see how items familiars need an environment where items face an equal threat of destruction as non-item familiars, kind of like adopting spell points as the norm diminishes the value of psionics (as currently written) in a campaign. [/QUOTE]
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