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How important is game balance to you?
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<blockquote data-quote="Lanefan" data-source="post: 7015798" data-attributes="member: 29398"><p>Macro-balance vs. micro-balance.</p><p></p><p>Macro-balance is, overall, more important to a long-running game than micro-balance. For a tournament or convention one-off, micro-balance becomes more essential. Which to design for, is the question, because I've come to believe that achieving both is probably impossible. For me, it's macro all the way.</p><p></p><p>1 is important and 3 is (to me) largely irrelevant; any given encounter is what it is and if the party can't handle it they can (almost) always flee.</p><p></p><p>But 2, above, is something I've thought about for ages (as in, ever since I started DMing 30+ years ago): how to make sure each character needs a party around it. The only solution I've come up with so far (which seems to be having the desired effect, so far) is to: </p><p>a) really hack back on (or ban entirely, up to you) multiclassing, and</p><p>b) keep the abilities of each class firmly within that class - make sure each class has its niche e.g. only Cleric-types can cure, only Rangers can track, only Fighters can specialize in a weapon, and so forth</p><p>c) corollary to this is to keep some NPC adventurers on standby in case the party realize they're missing something and go recruiting </p><p></p><p>A character who can do a little bit of everything is in effect a one-man band and doesn't need anyone else.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7015798, member: 29398"] Macro-balance vs. micro-balance. Macro-balance is, overall, more important to a long-running game than micro-balance. For a tournament or convention one-off, micro-balance becomes more essential. Which to design for, is the question, because I've come to believe that achieving both is probably impossible. For me, it's macro all the way. 1 is important and 3 is (to me) largely irrelevant; any given encounter is what it is and if the party can't handle it they can (almost) always flee. But 2, above, is something I've thought about for ages (as in, ever since I started DMing 30+ years ago): how to make sure each character needs a party around it. The only solution I've come up with so far (which seems to be having the desired effect, so far) is to: a) really hack back on (or ban entirely, up to you) multiclassing, and b) keep the abilities of each class firmly within that class - make sure each class has its niche e.g. only Cleric-types can cure, only Rangers can track, only Fighters can specialize in a weapon, and so forth c) corollary to this is to keep some NPC adventurers on standby in case the party realize they're missing something and go recruiting A character who can do a little bit of everything is in effect a one-man band and doesn't need anyone else. Lanefan [/QUOTE]
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