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How balanced should a game be?
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<blockquote data-quote="Cronocke" data-source="post: 6345499" data-attributes="member: 63379"><p>Okay, so we're clearly on the D&D bandwidth for this. I'd rather we weren't, but so be it.</p><p></p><p></p><p></p><p>By my preference, "better" would be entirely situational. By my preference, there'd be something like in Legend RPG, where all weapons do 1d6 + damage modifier (+ tier), are either melee or ranged, and then get three special properties picked from a list, all of which are intended to be roughly balanced.</p><p></p><p>Or you could look at Legends of the Wulin, where the weapons list consists of very broad categories like "sword" and "spear" and "flexible (chain/rope)", and the only ways to get a weapon with bigger numbers are to spend XP to buy a combination weapon (which anyone can do), or jump through roleplaying hoops to get a legendary weapon that gets better the more you use it in the way it was intended.</p><p></p><p>Or you could look at FATE, where a "weapon" is an aspect or a stunt that provides a situational bonus, and if it's not listed then your weapon is mostly fluff. (There are still ways to make it have an effect - a temporary aspect called "Disarmed!" for example.)</p><p></p><p></p><p></p><p>Make it magically (or mechanically) enhanced to not deal zero damage.</p><p>Make it do non-lethal damage.</p><p>Make it stack up "humiliation" points in place of HP damage until the target is too ashamed to fight on.</p><p>Make the player roll taunt or persuade in place of attack rolls.</p></blockquote><p></p>
[QUOTE="Cronocke, post: 6345499, member: 63379"] Okay, so we're clearly on the D&D bandwidth for this. I'd rather we weren't, but so be it. By my preference, "better" would be entirely situational. By my preference, there'd be something like in Legend RPG, where all weapons do 1d6 + damage modifier (+ tier), are either melee or ranged, and then get three special properties picked from a list, all of which are intended to be roughly balanced. Or you could look at Legends of the Wulin, where the weapons list consists of very broad categories like "sword" and "spear" and "flexible (chain/rope)", and the only ways to get a weapon with bigger numbers are to spend XP to buy a combination weapon (which anyone can do), or jump through roleplaying hoops to get a legendary weapon that gets better the more you use it in the way it was intended. Or you could look at FATE, where a "weapon" is an aspect or a stunt that provides a situational bonus, and if it's not listed then your weapon is mostly fluff. (There are still ways to make it have an effect - a temporary aspect called "Disarmed!" for example.) Make it magically (or mechanically) enhanced to not deal zero damage. Make it do non-lethal damage. Make it stack up "humiliation" points in place of HP damage until the target is too ashamed to fight on. Make the player roll taunt or persuade in place of attack rolls. [/QUOTE]
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