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Imbalance is good and playing planet of the apes, all in one thread
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4268658" data-attributes="member: 710"><p>Class balance can be important for PvP, but I don't think it is achieved in 4E - simply because it's not needed. </p><p></p><p>It is not important that the Wizard can kill hordes of Minions with a single spell, or that he can fly. It's not important that the Fighter can take way more hits then the Wizard and can stop enemies from moving past him. The important thing is that in any given situation, both classes will contribute (baring special circumstances) and you don't want to miss one, unless you have to. That you need the other. </p><p></p><p>If you kept combat to a minimal, less involved aspect in a game, inter-combat balance would not be as relevant. You could compensate with non-combat abilities, and create an overall balance.</p><p></p><p>Basically, if you reduce combats to the complexity of skill challenges (no more then 15 rolls total per challenge), things would work fine. </p><p></p><p>On the other hand, if you create a social combat subsystem with the complexity of "real" combat, you need to balance classes within each subsystem, because use of each subsystem will be involved and take a lot of time. This can also work.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4268658, member: 710"] Class balance can be important for PvP, but I don't think it is achieved in 4E - simply because it's not needed. It is not important that the Wizard can kill hordes of Minions with a single spell, or that he can fly. It's not important that the Fighter can take way more hits then the Wizard and can stop enemies from moving past him. The important thing is that in any given situation, both classes will contribute (baring special circumstances) and you don't want to miss one, unless you have to. That you need the other. If you kept combat to a minimal, less involved aspect in a game, inter-combat balance would not be as relevant. You could compensate with non-combat abilities, and create an overall balance. Basically, if you reduce combats to the complexity of skill challenges (no more then 15 rolls total per challenge), things would work fine. On the other hand, if you create a social combat subsystem with the complexity of "real" combat, you need to balance classes within each subsystem, because use of each subsystem will be involved and take a lot of time. This can also work. [/QUOTE]
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Imbalance is good and playing planet of the apes, all in one thread
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