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<blockquote data-quote="Starfox" data-source="post: 6146274" data-attributes="member: 2303"><p>Though it was probably not intentional, I feel Neonchameleon answered Ahnehnois's rhetorical question very deftly here - in so many ways DnD is still a tactical wargame hidden inside the framework of a story. Something I quite like, as it lets me combine two aspects of my interest - storytelling and solving tactical situations.</p><p></p><p>In the tactical wargame aspect of the game, there most certainly exists the kind of balance Hussar is talking about. You can have two similar options, of which one is clearly superior. For an example, compare <a href="http://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic---final" target="_blank">Enlarge Spell</a> and <a href="http://www.d20pfsrd.com/feats/metamagic-feats/reach-spell-metamagic" target="_blank">Reach Spell</a> in Pathfinder - Reach Spell is clearly superior in all cases as it does all Reach Spell does and better, in addition to offering more options. This is the kind of balance Hussar is talking about, game balance.</p><p></p><p>In the story part of the game, balance is very different, if it can be defined it all. This makes talking about balance in the above meaning rather meaningless in the story part. In the story part, "balance" has to do with camera time, plot relevance, and ability to engage the other players. Which in DnD is entirely up to the acting ability of the DM and each player, with a nod to the character's social skills and Charisma. For an attempt at balancing the story part of the game, check out Robin D. Laws' <a href="http://www.kickstarter.com/projects/robindlaws/hillfolk-dramasystem-roleplaying-by-robin-d-laws?ref=live" target="_blank">Hillfolk</a> on kickstarter. Talking about this kind of balance in a DnD thread is to talk latin in greek class - it is not wrong, but beside the point. People will not understand you unless you translate into terms they can accept.</p><p></p><p>We really need two different words for these kinds of balance. Maybe simply game-balance and story-balance?</p></blockquote><p></p>
[QUOTE="Starfox, post: 6146274, member: 2303"] Though it was probably not intentional, I feel Neonchameleon answered Ahnehnois's rhetorical question very deftly here - in so many ways DnD is still a tactical wargame hidden inside the framework of a story. Something I quite like, as it lets me combine two aspects of my interest - storytelling and solving tactical situations. In the tactical wargame aspect of the game, there most certainly exists the kind of balance Hussar is talking about. You can have two similar options, of which one is clearly superior. For an example, compare [url=http://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic---final]Enlarge Spell[/url] and [url=http://www.d20pfsrd.com/feats/metamagic-feats/reach-spell-metamagic]Reach Spell[/url] in Pathfinder - Reach Spell is clearly superior in all cases as it does all Reach Spell does and better, in addition to offering more options. This is the kind of balance Hussar is talking about, game balance. In the story part of the game, balance is very different, if it can be defined it all. This makes talking about balance in the above meaning rather meaningless in the story part. In the story part, "balance" has to do with camera time, plot relevance, and ability to engage the other players. Which in DnD is entirely up to the acting ability of the DM and each player, with a nod to the character's social skills and Charisma. For an attempt at balancing the story part of the game, check out Robin D. Laws' [url=http://www.kickstarter.com/projects/robindlaws/hillfolk-dramasystem-roleplaying-by-robin-d-laws?ref=live]Hillfolk[/url] on kickstarter. Talking about this kind of balance in a DnD thread is to talk latin in greek class - it is not wrong, but beside the point. People will not understand you unless you translate into terms they can accept. We really need two different words for these kinds of balance. Maybe simply game-balance and story-balance? [/QUOTE]
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