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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Campbell" data-source="post: 6199747" data-attributes="member: 16586"><p>It's an issue with a lot of nuance, and message boards are not always the best place to discuss nuanced issues. We also tend to universalize our experiences when in reality every game is different. Role playing games are not games like chess or even like Magic. The shared fictional space complicates matters. Perceptions can vary wildly, and the game in question is one that is very open to interpretation.</p><p></p><p>There are also a variety of related issues that will have an impact on our perceptions of game balance including:</p><ul> <li data-xf-list-type="ul">How much of an impact character build and spell memorization should have</li> <li data-xf-list-type="ul">What impact player skill should have on game play</li> <li data-xf-list-type="ul">If certain character types should require more skilled play than others</li> <li data-xf-list-type="ul">How we handle pacing and time</li> <li data-xf-list-type="ul">If dramatic or causal logic takes precedence</li> </ul><p></p><p>Personally, I'm not all that interested in an argument. I get much more out of discussing the issue. It's quite possible for the same rules to work well for one particular group, and not another. That doesn't necessarily mean that there is a play style or a rules issue. Rather there is a play style / rules mismatch. This is also an issue of degrees - when I say I believe there are balance issues with 3e I'm not saying it doesn't work at all or its broken beyond belief. Even most people who make those claims are exercising hyperbole. It might serve us better in the future to not assume a game is either perfect or broken. Probably won't happen, but one can hope.</p><p></p><p>Quick Note: I like 4e quite a bit, but I realize its solutions did not work for a sizable portion of the community. When I call for a more mechanically engaging fighter or tighter balance, I'm not calling for those exact solutions. There are many ways to skin a cat. All have different trade offs.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6199747, member: 16586"] It's an issue with a lot of nuance, and message boards are not always the best place to discuss nuanced issues. We also tend to universalize our experiences when in reality every game is different. Role playing games are not games like chess or even like Magic. The shared fictional space complicates matters. Perceptions can vary wildly, and the game in question is one that is very open to interpretation. There are also a variety of related issues that will have an impact on our perceptions of game balance including: [LIST] [*]How much of an impact character build and spell memorization should have [*]What impact player skill should have on game play [*]If certain character types should require more skilled play than others [*]How we handle pacing and time [*]If dramatic or causal logic takes precedence [/LIST] Personally, I'm not all that interested in an argument. I get much more out of discussing the issue. It's quite possible for the same rules to work well for one particular group, and not another. That doesn't necessarily mean that there is a play style or a rules issue. Rather there is a play style / rules mismatch. This is also an issue of degrees - when I say I believe there are balance issues with 3e I'm not saying it doesn't work at all or its broken beyond belief. Even most people who make those claims are exercising hyperbole. It might serve us better in the future to not assume a game is either perfect or broken. Probably won't happen, but one can hope. Quick Note: I like 4e quite a bit, but I realize its solutions did not work for a sizable portion of the community. When I call for a more mechanically engaging fighter or tighter balance, I'm not calling for those exact solutions. There are many ways to skin a cat. All have different trade offs. [/QUOTE]
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