By "balanced" I mean "every character design choice bring equal". It's a theme I've seen crop up both in discussion of things like D&D and in feedback on my own game design.
As a preamble to the discussion, my thoughts are as follows:
1) I do not subscribe to the school of thought that character choices should all be equal.
2) I believe character optimization is a fun part of the game for many. As long as it doesn't dramatically ruin other players' fun, it's fine.
3) There are different things to be good at. Balance is too often a codeword for "good at single combat".
4) I don't think it's so terrible to sacrifice early power for later potential, as long as the player is cool with that.
5) I think it's OK to say. "That weapon is worse than that other weapon". I don't feel a paper knife has to be mathematically equal to a bazooka. The bazooka is better. Same with ability choices etc.
So my position is fairly clear - balance is OK to an extent, and extreme imbalance is a problem. but when it is the dominant factor in a game, it starts to bore the heck out of me.
What do you think?
As a preamble to the discussion, my thoughts are as follows:
1) I do not subscribe to the school of thought that character choices should all be equal.
2) I believe character optimization is a fun part of the game for many. As long as it doesn't dramatically ruin other players' fun, it's fine.
3) There are different things to be good at. Balance is too often a codeword for "good at single combat".
4) I don't think it's so terrible to sacrifice early power for later potential, as long as the player is cool with that.
5) I think it's OK to say. "That weapon is worse than that other weapon". I don't feel a paper knife has to be mathematically equal to a bazooka. The bazooka is better. Same with ability choices etc.
So my position is fairly clear - balance is OK to an extent, and extreme imbalance is a problem. but when it is the dominant factor in a game, it starts to bore the heck out of me.
What do you think?