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Game Balance - A Study in Imperfection (forked)
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<blockquote data-quote="I'm A Banana" data-source="post: 5144236" data-attributes="member: 2067"><p>And yet, by the standards of "balance is survivability," it's pretty balanced. It's generally not an effect you can perform to get yourself out of trouble. It's a new tool, but it's not going to save you from the balor.</p><p></p><p>Though by the standards of "balance by narrative control," it's pretty powerful, because the player gets the option to skip vast portions of the campaign world, and go to exactly where they need to be.</p><p></p><p>And by the standards of "comparative character tools," it's pretty powerful, because fighters can't teleport.</p><p></p><p>I think different classes used different internal models of balance, too. Fighters were balanced on combat. Wizards were balanced on "magic tools." Clerics were balanced on healing. Thieves were balanced on skills. The classes may have lacked balance altogether outside of their intended niche. Fighters are there for combat. Thieves are there for skills. Wizards are there for problem solving. One doesn't take a Thief and expect him to fight.</p><p></p><p>Which I do think was something of a problem, since it assumed a certain kind of challenge spread for the party. Sometimes there'd be fights, sometimes there'd be skills, sometimes there'd be healing, sometimes there'd be puzzles, and there would be a good spread of all of these things. Which, in practice, didn't happen so much.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5144236, member: 2067"] And yet, by the standards of "balance is survivability," it's pretty balanced. It's generally not an effect you can perform to get yourself out of trouble. It's a new tool, but it's not going to save you from the balor. Though by the standards of "balance by narrative control," it's pretty powerful, because the player gets the option to skip vast portions of the campaign world, and go to exactly where they need to be. And by the standards of "comparative character tools," it's pretty powerful, because fighters can't teleport. I think different classes used different internal models of balance, too. Fighters were balanced on combat. Wizards were balanced on "magic tools." Clerics were balanced on healing. Thieves were balanced on skills. The classes may have lacked balance altogether outside of their intended niche. Fighters are there for combat. Thieves are there for skills. Wizards are there for problem solving. One doesn't take a Thief and expect him to fight. Which I do think was something of a problem, since it assumed a certain kind of challenge spread for the party. Sometimes there'd be fights, sometimes there'd be skills, sometimes there'd be healing, sometimes there'd be puzzles, and there would be a good spread of all of these things. Which, in practice, didn't happen so much. [/QUOTE]
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