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*TTRPGs General
Hot take: get rid of the "balanced party" paradigm
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<blockquote data-quote="DragonLancer" data-source="post: 9585838" data-attributes="member: 11868"><p>This largely describes my DMing/Playing style over the last 40 years. D&D (and role-playing in general) is about becoming part of the world or setting you are playing. Immersion and perhaps less agency. We're here to tell the story that is presented to us. Not rail-roady but linear. Whether the DM has purchased/prepared or written their own campaign, the social convention is to play and tell a cool story with your friends.</p><p></p><p>Anyway, back on topic... in my experience, editions 1st through 3rd (I avoided 4th) and Pathfinder 1st were all games where a balanced party was required - 1 or 2 combat types, 1 sneak, 1 divine caster/healer and a magic user (assuming here the traditional 4 to 5 players). The game worked better that way and the party had a better chance of succeeding whatever the adventure or campaign threw at them. Coming back into D&D with 5th 2024, I've noticed fairly quickly that the old paradigm is not needed now. Combat doesn't seem so lethal (Yet! My campaign is only up too 4th level at the moment) and everyone has access to healing in some form, or potions of healing are readily available. It's nice breath of fresh air if I'm honest.</p><p></p><p></p><p>100%</p><p></p><p>I was just about to say this when I got to your post. I would never stop a party from playing what class combinations they want but I ain't changing anything to compensate. If they don't have the means to deal with traps (for example) then they need to use their agency to find another way round or to bypass. That's part of the game.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 9585838, member: 11868"] This largely describes my DMing/Playing style over the last 40 years. D&D (and role-playing in general) is about becoming part of the world or setting you are playing. Immersion and perhaps less agency. We're here to tell the story that is presented to us. Not rail-roady but linear. Whether the DM has purchased/prepared or written their own campaign, the social convention is to play and tell a cool story with your friends. Anyway, back on topic... in my experience, editions 1st through 3rd (I avoided 4th) and Pathfinder 1st were all games where a balanced party was required - 1 or 2 combat types, 1 sneak, 1 divine caster/healer and a magic user (assuming here the traditional 4 to 5 players). The game worked better that way and the party had a better chance of succeeding whatever the adventure or campaign threw at them. Coming back into D&D with 5th 2024, I've noticed fairly quickly that the old paradigm is not needed now. Combat doesn't seem so lethal (Yet! My campaign is only up too 4th level at the moment) and everyone has access to healing in some form, or potions of healing are readily available. It's nice breath of fresh air if I'm honest. 100% I was just about to say this when I got to your post. I would never stop a party from playing what class combinations they want but I ain't changing anything to compensate. If they don't have the means to deal with traps (for example) then they need to use their agency to find another way round or to bypass. That's part of the game. [/QUOTE]
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Hot take: get rid of the "balanced party" paradigm
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