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*TTRPGs General
Game Balance - A Study in Imperfection (forked)
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<blockquote data-quote="Nifft" data-source="post: 5144207" data-attributes="member: 6562"><p>I don't think that equality of experience has ever been a realistic design goal. Dunno if it even is a desirable design goal -- people want different things out of their games.</p><p></p><p>However, IMHO equality of <strong>opportunity</strong> is desirable. Just because people are bad at measuring a thing -- like equality of opportunity -- does not mean that thing is irrelevant!</p><p></p><p> Also, rolling to see if you can learn spells. This is like rolling for stats or HP: it's a form of meta-amortized pwnage, or balance by rarity. You may eventually play a Wizard who can learn whatever spell it was you wanted to learn, but it isn't up to you when that happens.</p><p></p><p> What I did in my D&D 3.5e game was:</p><p>- Teleportation is noisy! <em>Blink</em> is like someone shouting "bampfh!", <em>teleport</em> is as loud as thunder, and <em>plane shift</em> is like a divine thunderclap, which echos for miles around.</p><p>- Teleportation is slow! <em>Blink</em> happens normally, but <em>teleport</em> actually takes 3 rounds to "finish", and the noise of an incoming teleport is loud enough that anyone in the area knows what's coming.</p><p>- You can only teleport to a place you personally have been. Thus, adventurers are often hired to go places to which teleport routes are desired.</p><p></p><p> That's exactly what this thread is about. Looking at all the different ways D&D has been "balanced" over the years, and how the idea of balance has evolved.</p><p></p><p> Fascinating. I wasn't paying nearly enough attention to the rules changes back then, and had no idea the arms race between character and critter had already begun in earnest.</p><p></p><p> What level range?</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5144207, member: 6562"] I don't think that equality of experience has ever been a realistic design goal. Dunno if it even is a desirable design goal -- people want different things out of their games. However, IMHO equality of [b]opportunity[/b] is desirable. Just because people are bad at measuring a thing -- like equality of opportunity -- does not mean that thing is irrelevant! Also, rolling to see if you can learn spells. This is like rolling for stats or HP: it's a form of meta-amortized pwnage, or balance by rarity. You may eventually play a Wizard who can learn whatever spell it was you wanted to learn, but it isn't up to you when that happens. What I did in my D&D 3.5e game was: - Teleportation is noisy! [i]Blink[/i] is like someone shouting "bampfh!", [i]teleport[/i] is as loud as thunder, and [i]plane shift[/i] is like a divine thunderclap, which echos for miles around. - Teleportation is slow! [i]Blink[/i] happens normally, but [i]teleport[/i] actually takes 3 rounds to "finish", and the noise of an incoming teleport is loud enough that anyone in the area knows what's coming. - You can only teleport to a place you personally have been. Thus, adventurers are often hired to go places to which teleport routes are desired. That's exactly what this thread is about. Looking at all the different ways D&D has been "balanced" over the years, and how the idea of balance has evolved. Fascinating. I wasn't paying nearly enough attention to the rules changes back then, and had no idea the arms race between character and critter had already begun in earnest. What level range? Cheers, -- N [/QUOTE]
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