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*Pathfinder & Starfinder
Fighter design goals . L&L April 30th
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<blockquote data-quote="howandwhy99" data-source="post: 5896087" data-attributes="member: 3192"><p>How do we reach equality without uniformity? If every character is uniform mechanically, then they are copies of the same character for all intents and purposes. Might I suggest we do not balance PCs against each other, but rather against the world? How well are 1st level fighters going to be balanced against 10th level fighters in their party? Are characters only balanced when everyone is capable of doing everything everyone else can entirely? "Why can the dragon breathe fire and not me?"</p><p></p><p>Let's stop designing games on the precept that players' play is irrelevant to the results. If my plantation in Puerto Rico never makes any goods or money and yours does, why should I be shackled to increasing my overall resources just because you did? Or should the other player deliberately have theirs withheld?</p><p></p><p>Balancing a game is hard enough. Ensuring that all actions are rewarded as a group is an easy XP option, but even that isn't enforcing uniform treasure allocation. Are we to do this with every resource? Never accounting for actions individually removes the choice of cooperation in a cooperative game. (everything else sounded just fine btw)</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5896087, member: 3192"] How do we reach equality without uniformity? If every character is uniform mechanically, then they are copies of the same character for all intents and purposes. Might I suggest we do not balance PCs against each other, but rather against the world? How well are 1st level fighters going to be balanced against 10th level fighters in their party? Are characters only balanced when everyone is capable of doing everything everyone else can entirely? "Why can the dragon breathe fire and not me?" Let's stop designing games on the precept that players' play is irrelevant to the results. If my plantation in Puerto Rico never makes any goods or money and yours does, why should I be shackled to increasing my overall resources just because you did? Or should the other player deliberately have theirs withheld? Balancing a game is hard enough. Ensuring that all actions are rewarded as a group is an easy XP option, but even that isn't enforcing uniform treasure allocation. Are we to do this with every resource? Never accounting for actions individually removes the choice of cooperation in a cooperative game. (everything else sounded just fine btw) [/QUOTE]
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Fighter design goals . L&L April 30th
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