Hot take: get rid of the "balanced party" paradigm

I just looked back at the old AD&D PH and the closest it comes is in the Successful Adventures section on p107. Talks about party cooperation and teamwork, getting the right equipment etc but nothing really about the “right” mix of classes. It does talk about hirelings to shore up party “muscle.”

While the AD&D Player's Handbook and DMG may not have mentioned party balance explicitly, many (most?) published adventures from that era do. A few examples:

White Plume Mountain (1979) said:
A good party balance would be something like 40% fighters, 30% magic-users, 20% clerics and 10% thieves.

Slave Pits of the Undercity (1980) said:
A party wishing to attempt this adventure should contain several fighters, at least one or more clerics and magic-users, and at least one thief.

And one for BX:

The Curse of Xanathon (1982) said:
The party should contain at least 1 dwarf, 1 magic-user, 2 thieves and a goodly number of fighters.
 

log in or register to remove this ad


I'm a strong believer in the idea of chucking the "balanced party" paradigm. If a GM is passive-aggressively punishing players for playing the characters that they want to by making them fail if they don't have all of the roles from classic D&D TV Tropes party, then he needs to take a step back and reevaluate his game, or touch grass, or whatever the cool kids are saying these days. You're responsible for the game. If it doesn't fit the characters that came to the table, then that's a significant failure of GMing.
I strongly disagree.

I come at this from three paradigms informing the stance I'll outline. MMO tactical group gameplay, being a veteran, and the quirky one: being a fan of classic shows like Scooby Doo. Even a civilian informed genre show like 'The A-Team' has elements of what I feel is important.

The first two of these inform how I feel a balanced party is important in games with an action or dangerous mission focus.

I would never willingly go into a firefight with a pack of 4 random dubiously motivated civilians and no chain of command. It happens - but that's what games like Call of Cthulhu are for, and when you want story out of it, that's why I mentioned Scooby Doo.

When you're intending to go into danger, planning for it, you get down to business and coordinate team composition, tactics, and chain of command.

I get that most players will NOT stand for the last point. I'd have to be playing with veterans and cops to get that most likely. People who understood it, understood doing it right and not 'main character syndrome style', and understood that it wasn't going to 'cramp their roleplay'.

This is why I have all of 'negative 5' tolerance for the 'lone wolf drama' player. Those kinds of people do not survive contact with the enemy and get their unit killed.

A balanced party, to me, means coordinating roles and tasks around the build of the characters. The players might be a pack of nerds who haven't been withing 1000 miles of a real situation, but their characters are people from a world where that risk is on the other side of every door (assuming most gaming worlds - exceptions exist, I'll get to those LATER - again, why I noted Scooby).

Gaming-geeks, of which I am also one, should get that in something like an MMO raid you build a team comp to compliment each other and get the task done. Real world tactical units try to do the same thing, but with different metrics. The important take-away is you come to the table prepared to contribute, with skills/ability/gear that benefit the overall comp, and with coordination in mind.

I'm not listing a specific comp here because that varies by the situation. But the mindset of 'team player' doesn't.

The typical 'set of 4-5 randos in a tavern' that so many players go for should TPK. They deserve to.

For a non-action game. Be it story, mystery, comedy, whatever... I pull from my Scooby Reference.

You still have a team comp, but it's designed around story.
You need the 'straight man' (Fred), the 'brain' (Velma), the comic relief (Shaggy), the face (Daphne), and 'maybe' the mascot / quirky gap filler (Scooby). Or some thought to concepts like that. For example if your personal reference was the 90s show Friends you could build almost the same list. You build your 'party balance' around ideas to push story. A story based game with 4-5 "nonchalant lone wolves' goes nowhere.

Story / drama games have a whole different kind of balance. Here you are building so that each character has an angle to get spotlight time, but none of them hogs that spotlight. It's actually a very tricky balance to get right. But it's just as important as tactical balance in an action game. You need to ensure no one ends up as a Mary Sue Main Character nor a wallflower.

This is NOT a duty you force on the GM.

The Players need to engineer their characters for the best results in both action and story based games. And if you're a mix themed game / campaign - they need to do both.

It's on the players, not the GM, to make characters that work well together.
 
Last edited:

While the AD&D Player's Handbook and DMG may not have mentioned party balance explicitly, many (most?) published adventures from that era do. A few examples:





And one for BX:
Yeah that was most likely targeted at groups entering a Gencon tournament. The challenges tended to be aimed at different classes so each would have a chance to shine, and the group would need to display teamwork.

Probably less necessary for general campaign play but you can see where it comes from.
 
Last edited:

When it comes to characters and party composition, what's appropriate is very much dependent on on what game is being played, what's expected to happen in the campaign, and of course the group dynamic among the players and the GM. It's appropriate to have some general guidelines, but the answer is just going to depend on the the specifics of what's being played. In some games, like Delta Green, you're not really expected to build a party where every specialization is covered. It's expected that investigators will very often be out of their depth, and the GM is going to supply the players with NPC experts if they're necessary for the game to continue. i.e. Nobody has to play the CDC nerd if they don't want to. But even then, if you want to play, you need to make a character who is motivated to join an illegal conspiracy within the United States government to investigate the use of hypergeometry.

For some games, and I'd argue D&D is one of them, there is an assumption that a party will be comprised of individuals with certain abilities. The whole game was predicated on having a Fighting Man, a Magic-User, later a Cleric, then a Thief, etc., etc. Even today, scenarios are designed with these roles in mind. And I feel if you don't like that, then D&D might not be the game for you. Which is okay. I know people who hate games with rigid class systems.
 


Yeap, i think this is a situation some folks like pineapple on their pizza and some folks will not eat anything but cheese.

Its complicated by games that are task-oriented, and pretty much need people to at least be onboard that task, and of course some people are always dealing with players who have to walk against the tide.
 

Does the idea of having a balanced party even come from a specific game or publication or is it just a (my favorite term) social construct?
I don't think it is ever spelled out specifically, but even back under 1st edition AD&D/Basic D&D every group understood that you needed that balance.

Other games that I have played, Call of Cthulhu for example, follow similarly. In the CoC campaign I am currently playing in I'm the bibliophile book guy. We also have a medical doctor, a WW1 soldier, a private detective and a professor of archaeology/anthropology. We have the information guys, a fighter, a healer and the face/talker. I've seen CoC games where the party are a random bunch with no focus and they die or fail every time.
 


Does the idea of having a balanced party even come from a specific game or publication or is it just a (my favorite term) social construct?
I was not a big 4e guy and the stiker tank controller thing was new to me…

My dm used to see if we had the ability to heal way back in the late 80s…

We always knew to buy or find healing potions if we were a party of fighters or whatever.

I don’t remember “roles” prior to 4e. Happy to learn more or be educated about earlier mentions. Nerd = interest in such things so ready to be educated
 

Trending content

Remove ads

Top