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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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<blockquote data-quote="ECMO3" data-source="post: 9061781" data-attributes="member: 7030563"><p>Good point on the Plate and Rapiers. After reading, I agree.</p><p></p><p>Regarding balance, I do think it is necessary for a competitive game. I don't think balance is necessary for a cooperative game and certainly it is not universally practiced in other cooperative games. In team sports where one team is cooperating against another there is not generally balance between the individual players, yet the players on a team all cooperate towards a common goal. This is true whether we are talking about professional football or sandlot baseball.</p><p></p><p>Same with card games like Pinochle where a team of 2 cooperates against another team of 2 and on the team that won the bid there is generally a very disproportionate power relationship between the players with the biding player typically having a much stronger hand than the non-bidding player being in a supporting role. The non-bidding player usually intentionally weakens his own hand to strengthen the bidding players hand. Yet they cooperate to win the round together.</p><p></p><p>In Family Fued there is one "leader" on each team with others being in a subordinate and to a degree supportive role and only 2 out of 5 (or 6?) actually get to play in the finale.</p><p></p><p>Those are a few examples of cooperative games where there is not parity between individuals cooperating.</p><p></p><p>Finally even if balance between classes were achieved, this won't bring balance to the game because of the disparity in the expertise of the players. An experienced player, playing a fighter, is generally going to be better than an inexperienced player playing a Wizard and while class balance can conceivably be achieved by game designers, player balance can't be and even on a local level it is very difficult to achieve at any friendly game at all IME. </p><p></p><p>If balance is really important to everyone having fun, then we should logically steer inexperienced players to the most capable classes so the class abilities can make up for the shortage in player expertise, and likewise put the most experienced players on the least capable classes, like Fighters and Monks. Most tables that play with newbies either do exactly the opposite of this, or let people play what they want without worrying about balance (and that works the best IME).</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9061781, member: 7030563"] Good point on the Plate and Rapiers. After reading, I agree. Regarding balance, I do think it is necessary for a competitive game. I don't think balance is necessary for a cooperative game and certainly it is not universally practiced in other cooperative games. In team sports where one team is cooperating against another there is not generally balance between the individual players, yet the players on a team all cooperate towards a common goal. This is true whether we are talking about professional football or sandlot baseball. Same with card games like Pinochle where a team of 2 cooperates against another team of 2 and on the team that won the bid there is generally a very disproportionate power relationship between the players with the biding player typically having a much stronger hand than the non-bidding player being in a supporting role. The non-bidding player usually intentionally weakens his own hand to strengthen the bidding players hand. Yet they cooperate to win the round together. In Family Fued there is one "leader" on each team with others being in a subordinate and to a degree supportive role and only 2 out of 5 (or 6?) actually get to play in the finale. Those are a few examples of cooperative games where there is not parity between individuals cooperating. Finally even if balance between classes were achieved, this won't bring balance to the game because of the disparity in the expertise of the players. An experienced player, playing a fighter, is generally going to be better than an inexperienced player playing a Wizard and while class balance can conceivably be achieved by game designers, player balance can't be and even on a local level it is very difficult to achieve at any friendly game at all IME. If balance is really important to everyone having fun, then we should logically steer inexperienced players to the most capable classes so the class abilities can make up for the shortage in player expertise, and likewise put the most experienced players on the least capable classes, like Fighters and Monks. Most tables that play with newbies either do exactly the opposite of this, or let people play what they want without worrying about balance (and that works the best IME). [/QUOTE]
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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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