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<blockquote data-quote="Tav_Behemoth" data-source="post: 5631520" data-attributes="member: 18017"><p>I'd call this internal consistency. It's related to balance, because both are vulnerable to being broken by exploits, but I think of balance as necessarily being related to competition or at least comparison between players, whether it's within a party or between different groups.</p><p></p><p>With Adventurer Conqueror King, one of the things we fixed was the relationship between the price of a sword, the wages for a swordsmith, and how much it cost to run a smithy and support the smith's family. If the reason to fix this is that it doesn't make sense otherwise and spoils the sense of the fantasy world for a swordmaker not to be able to make a living, that's internal consistency. If the reason is that characters who specialize in making swords are doing poorly compared to those who specialize in making armor, that's balance.</p><p></p><p>For the most part I think that balance really becomes important when there's an organized play environment, which fosters the kind of multiplayer interaction you see in online games. Around my table, it doesn't matter if being an armorer is an especially good way to make money as long as that's justifiable within the framework of internal consistency and fantasy-world versimilitude. But in a MMORPG, you'd want all the different specializations to be balanced much more carefully.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 5631520, member: 18017"] I'd call this internal consistency. It's related to balance, because both are vulnerable to being broken by exploits, but I think of balance as necessarily being related to competition or at least comparison between players, whether it's within a party or between different groups. With Adventurer Conqueror King, one of the things we fixed was the relationship between the price of a sword, the wages for a swordsmith, and how much it cost to run a smithy and support the smith's family. If the reason to fix this is that it doesn't make sense otherwise and spoils the sense of the fantasy world for a swordmaker not to be able to make a living, that's internal consistency. If the reason is that characters who specialize in making swords are doing poorly compared to those who specialize in making armor, that's balance. For the most part I think that balance really becomes important when there's an organized play environment, which fosters the kind of multiplayer interaction you see in online games. Around my table, it doesn't matter if being an armorer is an especially good way to make money as long as that's justifiable within the framework of internal consistency and fantasy-world versimilitude. But in a MMORPG, you'd want all the different specializations to be balanced much more carefully. [/QUOTE]
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