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<blockquote data-quote="Jack7" data-source="post: 4593077" data-attributes="member: 54707"><p>No, what I'm talking about in <em><strong><span style="color: Red">To Hell With Balance</span></strong></em> is not character to character balance.</p><p></p><p>I'm talking about character-to-monster balance in a specific sense, but more generally also about the idea that balance brings excitement and heroic action in-game. (Character versus monster balance, does it promote heroism, achievement, innovation, or even fun, or does it discourage these things, and are such things more, or less important, than the idea of balance? Or put another way, is balance an over-riding and main concern in game play and game design, or are other things far more important?)</p><p></p><p>Should characters and character parties exclusively, or even just primarily, fight against monsters or challenges and that kind of thing, "which are balanced for their level." Obviously balanced encounters promote "balance," but what does balance supercede in doing this, and is it that important a concept? (Or is it just an uncritically accepted ideal.) What does balance promote and what does it negate? (And if it does serve a function, to what degree and in what exact way and in what particular circumstances? How does balance work and how should it work?)</p><p></p><p>As for me though, I'm talking about should characters face opponents who are only "blanked to meet them." Not what are the internal aspects of balance between different character classes (inter-class) or even between different expressions of the same character class (intra-class balance).</p><p></p><p>I really wasn't thinking about character class design balance at all in that sense, though I find the idea interesting and you're welcome to discuss it. It isn't what I was addressing, but perhaps it should be discussed. Because maybe the whole idea of balance should be re-examined, as well as things like whether balanced classes (balanced between each other) bring more or less game interest and more or less in-game heroism, fun, innovation, variety of experience, excitement, etc? Does balance, depending on what kind of balance you mean, bring more benefit to the game overall (any game) or less benefit to the game overall, and why, or why not? As far as I'm concerned you could discuss or argue the idea here, or here if you're interested in <strong><a href="http://www.enworld.org/forum/general-rpg-discussion/246986-our-most-elemental-designs.html" target="_blank">Design</a></strong>, or start your own thread for that matter.</p><p></p><p>Anywho, nice yakking with you guys.</p><p>I gotta get back to work.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4593077, member: 54707"] No, what I'm talking about in [I][B][COLOR="Red"]To Hell With Balance[/COLOR][/B][/I] is not character to character balance. I'm talking about character-to-monster balance in a specific sense, but more generally also about the idea that balance brings excitement and heroic action in-game. (Character versus monster balance, does it promote heroism, achievement, innovation, or even fun, or does it discourage these things, and are such things more, or less important, than the idea of balance? Or put another way, is balance an over-riding and main concern in game play and game design, or are other things far more important?) Should characters and character parties exclusively, or even just primarily, fight against monsters or challenges and that kind of thing, "which are balanced for their level." Obviously balanced encounters promote "balance," but what does balance supercede in doing this, and is it that important a concept? (Or is it just an uncritically accepted ideal.) What does balance promote and what does it negate? (And if it does serve a function, to what degree and in what exact way and in what particular circumstances? How does balance work and how should it work?) As for me though, I'm talking about should characters face opponents who are only "blanked to meet them." Not what are the internal aspects of balance between different character classes (inter-class) or even between different expressions of the same character class (intra-class balance). I really wasn't thinking about character class design balance at all in that sense, though I find the idea interesting and you're welcome to discuss it. It isn't what I was addressing, but perhaps it should be discussed. Because maybe the whole idea of balance should be re-examined, as well as things like whether balanced classes (balanced between each other) bring more or less game interest and more or less in-game heroism, fun, innovation, variety of experience, excitement, etc? Does balance, depending on what kind of balance you mean, bring more benefit to the game overall (any game) or less benefit to the game overall, and why, or why not? As far as I'm concerned you could discuss or argue the idea here, or here if you're interested in [B][URL="http://www.enworld.org/forum/general-rpg-discussion/246986-our-most-elemental-designs.html"]Design[/URL][/B], or start your own thread for that matter. Anywho, nice yakking with you guys. I gotta get back to work. [/QUOTE]
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