mythusmage said:
Reguarding the square mile: Not even wrong. How interesting it is has nothing to do with it, it misses the point. As does another poster's solution to traversing that mile. It serves as a mental experiment to demonstrate how large a square mile is in comparison to an individual.
No, I think I got that. The point I was trying to get at, though, was that since virtually every step is the same as some other step, to balance the whole for every situation, you really only have to balance a tiny number of the cases, and the rest will follow.
The counter-argument to that, of course, is "imagine a square mile with some unknown number of mines hidden in it." There, since you don't know where the mines are, you really have to do the exhaustive search through the possibility space.
(Though the minefield analogy falls down because no-one actually dies from an imbalanced RPG. So perhaps it's enough for us to say "this field is probably clear", and then put up big warning signs as and when the problems are found.
This is very analagous to the development of an operating system for a computer. It is literally impossible to find all, or even most of, the bugs, and it's certainly impossible to predict all possible developments in hardware and driver design. Does this mean we can't produce a working OS? Does it mean we can't produce a 'good' OS? Surely the answer must be 'No'?)
Going on to Delericho's point regarding situations; here we have a great divide. Delericho says a designer can ignore certain situations, focusing on those that can, in some fashion be balanced. Sorry my friend, the mere fact such encounters can occur unless the designer rigs things so they can't renders the design ipso facto unbalanced.
Sorry, but I think you might have missed my point. My contention was that the designer could neglect cases if:
1) Inherent imbalances are essentially irrelevant. The dragons vs. commoners example is a case of this: it's irrelevant whether commoner A is slightly more powerful than commoner B if they're both dead before they get to act.
2) The case is so obscure that while it could happen in theory, in practice it never will. I will readily concede that a system that doesn't account for these cases isn't truly balanced... but I will argue that it doesn't actually matter provided all the cases that really will occur have been dealt with.
3) The variation in the situation is sufficiently small. There's no need to consider both "party vs orcs" and "party vs hobgoblins" - the effective difference is small enough that it can be neglected. Again, doing so leaves the system open to some 'wild card' imbalances... but they're probably sufficiently small to be ignored.
I should note that 'perfect balance' is a myth - even in Chess one side goes first. But within broad parameters...?
The game of checkers can be balanced because the field of play is so extremely restricted...
It's an example of Chaos Theory in action...
More coming, but now I have other comments to reply to.
All of this I agree with.