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General Tabletop Discussion
*TTRPGs General
Hot take: get rid of the "balanced party" paradigm
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<blockquote data-quote="Ruin Explorer" data-source="post: 9585620" data-attributes="member: 18"><p>Linear Fighter Quadratic Wizard.</p><p></p><p>Sorry I should have clarified, it's an old 3.XE-era acronym. It's about how Fighters improve little by little, whereas Wizard improve slowly at first and then absolutely skyrocket in power.</p><p></p><p>In 2E it was there, but you had to really get above about L9/L10 with a Mage to feel it kick in, maybe even a little higher, like 12.</p><p></p><p>In 3.XE/PF1 its becoming the case by L5 even, and past L8 it rapidly gets out of control (which is why rules-sets which ended progression at those levels were quite popular in 3.XE days).</p><p></p><p></p><p>That relies on absolutely superb design to work out well <em>reliably</em>. If you apply this same approach on mediocre design (which is all most DMs are capable of, definitionally), it doesn't work well, and most published adventures have mediocre design too. It also means you absolutely must have multiple ways around challenges or you're just going to dead-end a lot of adventures, which pleases no-one (sandboxes work better with this).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9585620, member: 18"] Linear Fighter Quadratic Wizard. Sorry I should have clarified, it's an old 3.XE-era acronym. It's about how Fighters improve little by little, whereas Wizard improve slowly at first and then absolutely skyrocket in power. In 2E it was there, but you had to really get above about L9/L10 with a Mage to feel it kick in, maybe even a little higher, like 12. In 3.XE/PF1 its becoming the case by L5 even, and past L8 it rapidly gets out of control (which is why rules-sets which ended progression at those levels were quite popular in 3.XE days). That relies on absolutely superb design to work out well [I]reliably[/I]. If you apply this same approach on mediocre design (which is all most DMs are capable of, definitionally), it doesn't work well, and most published adventures have mediocre design too. It also means you absolutely must have multiple ways around challenges or you're just going to dead-end a lot of adventures, which pleases no-one (sandboxes work better with this). [/QUOTE]
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Hot take: get rid of the "balanced party" paradigm
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