I have to disagree. Debates on the balance of DnD pale next to the frothing rage over balance you'll usually find in Shadowrun forums, for instance. Many people cite the terrible lack of balance in RIFTS as a reason not to play. Balance is universal to the gamist mindset, to get slightly forgy for a moment.greywulf said:Pick any other role-playing game - /any/ game at all - and you won't find anything like the kind of arguments over "balance" that D&D generates.
Rolemaster players don't moan that the Nightblade is better than a Fighter, or a Warmage is unbalancing. They just pick the class they like, come up with a cool backstory, generate a unique character, and play.
Traveller players don't complain that the Scout career is better than a Marine. If they want to play one, or the other, that's cool.
Tunnels & Trolls players don't gripe that MR4 isn't the same at a level four human. They just have a blast.
Warhammer fantasy games will see Rat Catchers banging heads with Wizards, all for the cause of Having Good Fun.
Hope you're seeing a common thread here..........
It just doesn't happen. Nada, nothing.
In D&D though, you get folks wondering whether a Hobgoblin is "worth" +1 LA, or if a Barbarian is front-loaded and all that jazz.
C'mon people. Balance IS a myth. Drop it, have fun, and move on.
QFT.Piratecat said:I am a big fan of people making meaningful choices. If a feat is so bad or so good as to be a no-brainer, that suggests to me that there's a problem with the feat.
And at the same time you have to be wary of overdesigning things. Magic cards have gone this way; everything is *so* overdesigned in the name of balance that it's getting blander all the time. 3e is threatening to go the same way, where I'd prefer to see the basic design remain basic and let DM's tweak to suit their own games.ruleslawyer said:However, a game design company can't go on that principle, since they're designing for hundreds or thousands of gaming groups, most of whom will want a reasonably balanced array of character options. Thus, mechanical balance is a pretty important component of good game design, simply based on the level playing field paradigm.
Incidentally, I think it's a truism that no game system can perfectly balance every option with every other. It's a question of how much damage control you can perform in reining in runaway options.
That's because there aren't any (good) reasons.ThirdWizard said:I can't really think of any reason to not have balanced rules or any benefits to such.