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How do you define balance?
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<blockquote data-quote="Scruffy nerf herder" data-source="post: 8560604" data-attributes="member: 7034614"><p>You seem to be laboring under the assumption that I proposed success percentage is the one and only great consideration for making a balanced game. It isn't and I would never suggest that.</p><p></p><p>Obviously I understand that not every PC can take all of the same actions. This doesn't somehow subvert it being helpful in D&D to understand there is often a set percentage probability for something to occur and the GM can manipulate this at times when designing encounters (combat or otherwise) in order to create the desired experience.</p><p></p><p>And for clarity's sake, when I said "it really means nothing" with reference to things like powerful magic items, I meant that these are things that can be tweaked outside of play. Inside the game, you need mathematical tools to manipulate the dice, and if anything is true of most D&D parties it's that we're all dice happy goblins. It's just crucial to give little nudges towards those dice rolls feeling fun for the table. </p><p></p><p>Yes, in terms of actually designing the game, it's important to have specific goals and theory craft and test your ideas until they do a good job of meeting those goals. But... Mike Mearls is a game designer. I'm a DM.</p></blockquote><p></p>
[QUOTE="Scruffy nerf herder, post: 8560604, member: 7034614"] You seem to be laboring under the assumption that I proposed success percentage is the one and only great consideration for making a balanced game. It isn't and I would never suggest that. Obviously I understand that not every PC can take all of the same actions. This doesn't somehow subvert it being helpful in D&D to understand there is often a set percentage probability for something to occur and the GM can manipulate this at times when designing encounters (combat or otherwise) in order to create the desired experience. And for clarity's sake, when I said "it really means nothing" with reference to things like powerful magic items, I meant that these are things that can be tweaked outside of play. Inside the game, you need mathematical tools to manipulate the dice, and if anything is true of most D&D parties it's that we're all dice happy goblins. It's just crucial to give little nudges towards those dice rolls feeling fun for the table. Yes, in terms of actually designing the game, it's important to have specific goals and theory craft and test your ideas until they do a good job of meeting those goals. But... Mike Mearls is a game designer. I'm a DM. [/QUOTE]
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