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I hate game balance!
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<blockquote data-quote="apoptosis" data-source="post: 4332681" data-attributes="member: 3226"><p>I think a better approach would be how do you allow potentially extreme differences in scope of a characters ability to affect the world and allow all the PLAYERS to enjoy the game and have spotlight time.</p><p></p><p>Balance in D&D has always been about magic. How do you deal with the fact that the idea of magic and sorcery has a certain meaning to many people that it can do stuff that mundane means cannot equal.</p><p></p><p>How do you balance a character that can do that with other characters.</p><p></p><p>1. Limit use of magic (older versions)</p><p>2. Make magic and 'mundane' actions equivalent (4E) (or allow anyone access to magic..rituals)</p><p></p><p>The problem with older versions for some groups (strangely not mine) was that the limit to use had to be pretty extreme to balance the acutal scope and versatility. When the upped the uses per day in 3E it got more difficult. They tried to harness it by limiting straight hp damage of magic but they didnt really help.</p><p></p><p>Many people (or some peoples whatever) have issues that it takes away their version of the wizard trope and that classes all seem similar.</p><p></p><p>There were other ways that balance could have been obtained.</p><p></p><p>1. make magic dangerous to use or costly</p><p>2. make magic time consuming</p><p>3. limit number of uses more dramatically (say only can cast a handful of spells per day even at high levels either by slots or by ability drain etc.)</p><p>4. make magic unreliable</p><p>5. make magic take a long time to regenerate (takes a week or month to get all your power back) </p><p>5. give mundane characters access to some narrative power like action points or drama points etc.</p><p></p><p>Probably many more ways of doing it. 4E took one tact, that for me was one of the less ideal ways of doing for a general fantasy RPG but i think was a very good way of doing it for the focus and style of play that 4E is trying to provide.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4332681, member: 3226"] I think a better approach would be how do you allow potentially extreme differences in scope of a characters ability to affect the world and allow all the PLAYERS to enjoy the game and have spotlight time. Balance in D&D has always been about magic. How do you deal with the fact that the idea of magic and sorcery has a certain meaning to many people that it can do stuff that mundane means cannot equal. How do you balance a character that can do that with other characters. 1. Limit use of magic (older versions) 2. Make magic and 'mundane' actions equivalent (4E) (or allow anyone access to magic..rituals) The problem with older versions for some groups (strangely not mine) was that the limit to use had to be pretty extreme to balance the acutal scope and versatility. When the upped the uses per day in 3E it got more difficult. They tried to harness it by limiting straight hp damage of magic but they didnt really help. Many people (or some peoples whatever) have issues that it takes away their version of the wizard trope and that classes all seem similar. There were other ways that balance could have been obtained. 1. make magic dangerous to use or costly 2. make magic time consuming 3. limit number of uses more dramatically (say only can cast a handful of spells per day even at high levels either by slots or by ability drain etc.) 4. make magic unreliable 5. make magic take a long time to regenerate (takes a week or month to get all your power back) 5. give mundane characters access to some narrative power like action points or drama points etc. Probably many more ways of doing it. 4E took one tact, that for me was one of the less ideal ways of doing for a general fantasy RPG but i think was a very good way of doing it for the focus and style of play that 4E is trying to provide. [/QUOTE]
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