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How balanced should a game be?
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<blockquote data-quote="GMMichael" data-source="post: 6347114" data-attributes="member: 6685730"><p>May I emphasize (again, if applicable), that the balance of a game is going to rest just as much in the GM's hands as in the ruleset?</p><p></p><p>If a game, let's take <img src="http://www.enworld.org/forum/images/smilies/dd-pf.jpg" class="smilie" loading="lazy" alt=":dnd-pf:" title="dnd-pathfinder :dnd-pf:" data-shortname=":dnd-pf:" /> for example, presents rules for fighting, traveling, and everything-else (skills), the GM's choice of what to include will handily determine which characters are useful and which aren't.</p><p></p><p>Combat is the first choice because 1) there's a certain amount of rulebook focus on a chapter named thusly, 2) excitement equals combat, as ingrained by American culture, and 3) combat is easily the simplest system for resolving conflict (dead opponent = end of conflict).</p><p></p><p>So to bring this up to speed with the OP: a game should be balanced to the extent needed to keep the GM's whims in check.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6347114, member: 6685730"] May I emphasize (again, if applicable), that the balance of a game is going to rest just as much in the GM's hands as in the ruleset? If a game, let's take :dnd-pf: for example, presents rules for fighting, traveling, and everything-else (skills), the GM's choice of what to include will handily determine which characters are useful and which aren't. Combat is the first choice because 1) there's a certain amount of rulebook focus on a chapter named thusly, 2) excitement equals combat, as ingrained by American culture, and 3) combat is easily the simplest system for resolving conflict (dead opponent = end of conflict). So to bring this up to speed with the OP: a game should be balanced to the extent needed to keep the GM's whims in check. [/QUOTE]
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