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How balanced should a game be?
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<blockquote data-quote="Zadmar" data-source="post: 6345469" data-attributes="member: 6700109"><p>I remember wanting to play a knife fighter many years ago, I don't even recall what system it was now, but I do remember that (after reading the rules) it wasn't really viable; I had to decide if I liked my character concept enough to play a second-rate fighter. I think I compromised with shortswords in the end.</p><p></p><p>My current favourite system is Savage Worlds, the difference between most weapons isn't too significant, but there are still some that are clearly better than others. So I ended up putting together guidelines for designing my own weapons, assigning different values to different abilities - and I've noticed my players now seem to be much more diverse in their weapon choices.</p><p></p><p>I'm not too fussed about realism, I prefer cinematic action, so I'd rather see people choose weapons that fit their character concept rather than picking the weapons with the best stats.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6345469, member: 6700109"] I remember wanting to play a knife fighter many years ago, I don't even recall what system it was now, but I do remember that (after reading the rules) it wasn't really viable; I had to decide if I liked my character concept enough to play a second-rate fighter. I think I compromised with shortswords in the end. My current favourite system is Savage Worlds, the difference between most weapons isn't too significant, but there are still some that are clearly better than others. So I ended up putting together guidelines for designing my own weapons, assigning different values to different abilities - and I've noticed my players now seem to be much more diverse in their weapon choices. I'm not too fussed about realism, I prefer cinematic action, so I'd rather see people choose weapons that fit their character concept rather than picking the weapons with the best stats. [/QUOTE]
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