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How much should 5e aim at balance?
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<blockquote data-quote="Lanefan" data-source="post: 5985383" data-attributes="member: 29398"><p>My problem with trying to run a game like that - story-driven by the players - would be my sieve-like memory. If the players have control over the story such that one can dream up a village three days ride over the hill and have it stick to the game setting, 6 months later when the party's back in that area again I'm never going to remember there's a bloody village there! Which means I'd have to have been taking notes at the time - fine, except one thing I've learned is that I simply cannot DM and write at the same time! When I find I have to take in-game notes everything grinds to a halt while I do so.</p><p></p><p>So I do up a brief log after every session, while it's still fresh in mind. If I was running a game like yours there'd have to be a secondary log of player-driven story notes; or the players would have to do their own log, and I can't see that happening with my crew. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Even with all the various customization options that weren't present in 1e, I found it surprisingly hard (and in one case outright impossible) to build 1e characters in a 3e game.</p><p></p><p>The wiggedy-whack multiclassing rules were the biggest thing that got in the way. The impossible one was I wanted a Fighter-Wizard who in 1e would have put 90% of his XP into F and 10% into W; the Wizard side would very slowly advance while he'd mostly be a front-line Fighter*. But in 3e I can't do that because of its one-entire-level-at-a-time additive level advancement - if he's up to F-6/W-1 and I want to bring his him up to W-2 I have to burn way more than 10% of his total XP into that next level.</p><p></p><p>(and if I'm spending a whole level worth of adventuring bringing up his W side I feel he should realistically be operating mostly as a Wizard for that level - 3e multiclassing is to me utterly non-intuitive)</p><p></p><p>Now whether I'd be able to do this in 4e is an open question, I've never tried it.</p><p></p><p>* - the concept came from a character someone played in a game I ran, I quite liked how it worked out; but the first chance I had to try it as a player was in 3e when 3e was brand new to us.</p><p>Thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Yeah, that'll be the day. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In one party right now I've got players (in character) trying to lead in 3 or 4 different directions at once* resulting in them getting pretty much bogged down. To be fair, it's a rather confusing setup they're in - plots inside plots and all sorts of different agendae in play, that sort of thing; but to a few of these players "information gathering" is to be avoided at all costs...sigh...</p><p></p><p>* - without regard for the adventure path they're not really aware they're on yet, which means I have to be ready to wing things on a moment's notice if and when they left-turn on me; which is a near-certainty at some point.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5985383, member: 29398"] My problem with trying to run a game like that - story-driven by the players - would be my sieve-like memory. If the players have control over the story such that one can dream up a village three days ride over the hill and have it stick to the game setting, 6 months later when the party's back in that area again I'm never going to remember there's a bloody village there! Which means I'd have to have been taking notes at the time - fine, except one thing I've learned is that I simply cannot DM and write at the same time! When I find I have to take in-game notes everything grinds to a halt while I do so. So I do up a brief log after every session, while it's still fresh in mind. If I was running a game like yours there'd have to be a secondary log of player-driven story notes; or the players would have to do their own log, and I can't see that happening with my crew. :) Even with all the various customization options that weren't present in 1e, I found it surprisingly hard (and in one case outright impossible) to build 1e characters in a 3e game. The wiggedy-whack multiclassing rules were the biggest thing that got in the way. The impossible one was I wanted a Fighter-Wizard who in 1e would have put 90% of his XP into F and 10% into W; the Wizard side would very slowly advance while he'd mostly be a front-line Fighter*. But in 3e I can't do that because of its one-entire-level-at-a-time additive level advancement - if he's up to F-6/W-1 and I want to bring his him up to W-2 I have to burn way more than 10% of his total XP into that next level. (and if I'm spending a whole level worth of adventuring bringing up his W side I feel he should realistically be operating mostly as a Wizard for that level - 3e multiclassing is to me utterly non-intuitive) Now whether I'd be able to do this in 4e is an open question, I've never tried it. * - the concept came from a character someone played in a game I ran, I quite liked how it worked out; but the first chance I had to try it as a player was in 3e when 3e was brand new to us. Thanks. :) Yeah, that'll be the day. :) In one party right now I've got players (in character) trying to lead in 3 or 4 different directions at once* resulting in them getting pretty much bogged down. To be fair, it's a rather confusing setup they're in - plots inside plots and all sorts of different agendae in play, that sort of thing; but to a few of these players "information gathering" is to be avoided at all costs...sigh... * - without regard for the adventure path they're not really aware they're on yet, which means I have to be ready to wing things on a moment's notice if and when they left-turn on me; which is a near-certainty at some point. Lanefan [/QUOTE]
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