Half-Golems...wha?

Storm Raven said:


People who write fantasy literature aren't concerned with whether or not everyone in the group of protagonists has an enjoyable time, or whether they will share the spotlight. The wide power disparity in the Fellowship of the Ring is fine for a piece of literature where the various members of the group are subject to the whims of the author, but not so much fun to play in an FRPG.

That depends strongly on the goals of the game, the campaign, and the players.

It can be very fun and satisfying to play a game where there are wildly divergent levels of power, it simply requires a shifting in focus.

With such a wide range of power, the campaign really does have to focus on the development of interpersonal relationships among the party and the important NPCs.

When you play a game with various levels of character power, it's also important to make sure that every character has their specialty. If one character is a powerful fighter for example, he will dominate most combat, but a magic wielder or rogue can still have his time in the spotlight.

In other words, such a campaign requires more effort on the part of the DM and players, but it is no less viable than a "everyone is the same level" game.

Patrick Y.
 

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Balgus said:

but the idea of having a half machine is just a little too... anachronistic in a medieval world. it is almost as funny as the chainsaw for a hand in "Army of Darkness" ... and *snicker* when he *giggle* busted out his chemistry BOOK *laugh* to make gunpowder... BWAHAHAHAHAHAAH

It may be anachronistic in mideval Earth, but it certainly isn't in D&D. D&D may be many things, but it isn't meant to be a simulation of a realistic mideval society. In a world with Apparati of Kwalish, is a mechanical arm really that out of place?
 

Arcane Runes Press said:


That depends strongly on the goals of the game, the campaign, and the players.

It can be very fun and satisfying to play a game where there are wildly divergent levels of power, it simply requires a shifting in focus.

With such a wide range of power, the campaign really does have to focus on the development of interpersonal relationships among the party and the important NPCs.

When you play a game with various levels of character power, it's also important to make sure that every character has their specialty. If one character is a powerful fighter for example, he will dominate most combat, but a magic wielder or rogue can still have his time in the spotlight.

In other words, such a campaign requires more effort on the part of the DM and players, but it is no less viable than a "everyone is the same level" game.

I am working hard to create a new campaign, world, rules changes, everything, based on the assumtion that no two characters are created equal, and some will be very unequal. The whole balance thing is too artificial. I can get into magic with a fair amount of suspension of disbelief, but the 'everybody is equal' thing is just annoying.

As for half-golems, they are too bizarre for my tastes. The power that goes with them is negated by a Mace of Smiting, and no sensible adventuring party should be without one...

-Fletch!
 

I have to say that the half-golem has to be the weakest link in the MMII. I guess it counter-balances the fact that crystal dragons have finally entered the canon.
 

mkletch said:
I am working hard to create a new campaign, world, rules changes, everything, based on the assumtion that no two characters are created equal, and some will be very unequal. The whole balance thing is too artificial. I can get into magic with a fair amount of suspension of disbelief, but the 'everybody is equal' thing is just annoying.

I applaud your efforts. Such a campaign can be very satisfying.

From a game design perspective starting out with rough balance makes for a superior product. It is trivial to add juicy bits and ignore balance when it suits you. It is extremely difficult to "just tweak things" and build balance in the first place.

There are a lot of games that do not use traditional concepts of balance. Every Shadowrun character is one full auto attack away from unconsciousness, so you need some competent meatshields, even if you are a superpotent wizard. Ars Magica also has the superpotent wizards, but the troupe style play means everyone is encouraged to play both a wizard and some other characters along the way. For Chivalry & Sorcery and Harn (w/HarnMaster system), they inject a "true" medieval feel by having social classes; nobility has its privileges!

Equality is not a necessity. As long as the PCs seem competent and get a slice of the glory, it hardly matters. The other practical matter is that the PCs must have incentive to work together, or your players will pull the campaign in too many directions.

D&D is geared towards team play tactical combat, and that fact colors how it enforces its own flavor of balance.
 

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