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How important is game balance to you?
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<blockquote data-quote="Lanefan" data-source="post: 7021654" data-attributes="member: 29398"><p>Yet if everyone is equally powered in dimensions X Y and Z what do they need the rest of the party for?</p><p></p><p>The whole point of the party concept...well, other than sheer strength in numbers, in which case you're better off playing 6 characters each...is that each character brings one or two particular strengths and hopes the others can compensate for their lack of strength in other areas. In this way silos and niche protection are good things; and if you don't have a particular competency in the party once everyone has figured out what they want to play (e.g. you have no Thief or no Wizard or no Cleric) then you'd better go recruiting; that's what party NPCs are for.</p><p></p><p>Early D&D was imbalanced in some ways, sure, but in others it had balances the later editions could take a lesson from. Casters of all kinds, for example, were greatly kept in check by their being so easy to interrupt. No such thing as combat casting, and spells took time during which other people could mess you up. Later editions (most notable 3e) took away those headaches and had/have no end of issues with overpowered casters.</p><p></p><p>The staggered level-advancement tables, where Thieves bumped almost twice as fast as MU's, were also a balancing influence.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7021654, member: 29398"] Yet if everyone is equally powered in dimensions X Y and Z what do they need the rest of the party for? The whole point of the party concept...well, other than sheer strength in numbers, in which case you're better off playing 6 characters each...is that each character brings one or two particular strengths and hopes the others can compensate for their lack of strength in other areas. In this way silos and niche protection are good things; and if you don't have a particular competency in the party once everyone has figured out what they want to play (e.g. you have no Thief or no Wizard or no Cleric) then you'd better go recruiting; that's what party NPCs are for. Early D&D was imbalanced in some ways, sure, but in others it had balances the later editions could take a lesson from. Casters of all kinds, for example, were greatly kept in check by their being so easy to interrupt. No such thing as combat casting, and spells took time during which other people could mess you up. Later editions (most notable 3e) took away those headaches and had/have no end of issues with overpowered casters. The staggered level-advancement tables, where Thieves bumped almost twice as fast as MU's, were also a balancing influence. Lanefan [/QUOTE]
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