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How balanced should a game be?
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<blockquote data-quote="Li Shenron" data-source="post: 6345422" data-attributes="member: 1465"><p>I generally agree with your points, but they really need to be bounded somehow... unequal choices do not spoil the game, but the gap cannot be anything. When is it too much? Probably when you start getting the sour feeling that you're being "taxed" to play a creative (but not outrageous) character concept. It's subjective, so it's hard to tell, but you'll know it when it happens to you.</p><p></p><p>I don't agree much with point 4), because IMXP the level at which you play don't always go from 1 to 20. I've started campaigns at 10+ level just because the DM had a published adventure requiring that, so the whole "early sacrifice for later advantage" becomes "advantage now". And likewise, there's no guarantee when you start a campaign that you'll reach the level of later advantage. Thus I prefer this idea to be very limited.</p><p></p><p>For weapons, the bazooka is not always better (otherwise every soldier would carry a bazooka, and none would carry a dagger). That's the whole point for me. OTOH if there are indeed 2 weapons which are <em>identical in everything except 1 single numerical detail</em>, or one of them has an extra, then I want a counterbalance. Example: a game has a half-spear and a short-spear, completely identical (including price) except one of them has an extra benefit or higher damage. That's bad balance for me, the lesser weapon shouldn't even be in the list because people would have stopped crafting it a long time ago. But just make it cheaper, and I'm fine, because at least there still is a reason for choosing it, no matter how small.</p><p></p><p>And that's a more general issue of mine with micro-balance: if the game gives me two choices, one of them <em>strictly</em> better (not just <em>most of the times</em> better, that's still ok), then I hate it.</p><p></p><p>Besides that, there is obviously a macro-balance issue, i.e. if some characters are largely dominating the game, but that's more theoretical since I didn't even experience much the CoDzilla problem in 3e.</p><p></p><p>Certainly, I do not mind characters being superior in a pillar of the game and inferior in another. That's actually a feature I want in a <strong>role</strong>playing game!</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6345422, member: 1465"] I generally agree with your points, but they really need to be bounded somehow... unequal choices do not spoil the game, but the gap cannot be anything. When is it too much? Probably when you start getting the sour feeling that you're being "taxed" to play a creative (but not outrageous) character concept. It's subjective, so it's hard to tell, but you'll know it when it happens to you. I don't agree much with point 4), because IMXP the level at which you play don't always go from 1 to 20. I've started campaigns at 10+ level just because the DM had a published adventure requiring that, so the whole "early sacrifice for later advantage" becomes "advantage now". And likewise, there's no guarantee when you start a campaign that you'll reach the level of later advantage. Thus I prefer this idea to be very limited. For weapons, the bazooka is not always better (otherwise every soldier would carry a bazooka, and none would carry a dagger). That's the whole point for me. OTOH if there are indeed 2 weapons which are [I]identical in everything except 1 single numerical detail[/I], or one of them has an extra, then I want a counterbalance. Example: a game has a half-spear and a short-spear, completely identical (including price) except one of them has an extra benefit or higher damage. That's bad balance for me, the lesser weapon shouldn't even be in the list because people would have stopped crafting it a long time ago. But just make it cheaper, and I'm fine, because at least there still is a reason for choosing it, no matter how small. And that's a more general issue of mine with micro-balance: if the game gives me two choices, one of them [I]strictly[/I] better (not just [I]most of the times[/I] better, that's still ok), then I hate it. Besides that, there is obviously a macro-balance issue, i.e. if some characters are largely dominating the game, but that's more theoretical since I didn't even experience much the CoDzilla problem in 3e. Certainly, I do not mind characters being superior in a pillar of the game and inferior in another. That's actually a feature I want in a [B]role[/B]playing game! [/QUOTE]
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