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General Tabletop Discussion
*Dungeons & Dragons
How do you define balance?
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<blockquote data-quote="Voadam" data-source="post: 8561131" data-attributes="member: 2209"><p>3e had a design goal of all classes being roughly balanced mechanically for combat at the same level.</p><p></p><p>They took AD&D's each class being balanced partly by varying xp charts and partly by being balanced at different levels over the course of a campaign and changed it.</p><p></p><p>Races went from powerful ones with class and level restrictions to all races having roughly equivalent benefits and no class or level restrictions.</p><p></p><p>Classes all used the same xp chart and were designed to be D&D combatants.</p><p></p><p>Thieves went from terrible combatant skill people to sneak attacking striker rogues with dodge powers.</p><p></p><p>Fighters went from being a warrior chassis on which rangers and paladins got bonus powers to having their own abilities designed to be comparable to paladin and ranger powers.</p><p></p><p>wizards got more spells and hp at lower levels so they can be significantly contributing party members from low level on instead of being a weird weak at low level balanced by strong at high levels power curve.</p><p></p><p>3e designers explicitly said that alignment and roleplay restrictions on paladins and barbarians and monks were not power balance mechanisms but simply flavor restrictions.</p><p></p><p>The fact that there was still a lot of mechanical imbalance and they did not fully achieve their design goal of balance does not mean there was no balance by design.</p><p></p><p>They tried a lot of mechanically diverse stuff and provided a ton of options, not all of it was balanced even though one of their design goals was for balance.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8561131, member: 2209"] 3e had a design goal of all classes being roughly balanced mechanically for combat at the same level. They took AD&D's each class being balanced partly by varying xp charts and partly by being balanced at different levels over the course of a campaign and changed it. Races went from powerful ones with class and level restrictions to all races having roughly equivalent benefits and no class or level restrictions. Classes all used the same xp chart and were designed to be D&D combatants. Thieves went from terrible combatant skill people to sneak attacking striker rogues with dodge powers. Fighters went from being a warrior chassis on which rangers and paladins got bonus powers to having their own abilities designed to be comparable to paladin and ranger powers. wizards got more spells and hp at lower levels so they can be significantly contributing party members from low level on instead of being a weird weak at low level balanced by strong at high levels power curve. 3e designers explicitly said that alignment and roleplay restrictions on paladins and barbarians and monks were not power balance mechanisms but simply flavor restrictions. The fact that there was still a lot of mechanical imbalance and they did not fully achieve their design goal of balance does not mean there was no balance by design. They tried a lot of mechanically diverse stuff and provided a ton of options, not all of it was balanced even though one of their design goals was for balance. [/QUOTE]
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How do you define balance?
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