Greetings...
Yes, it is important. There is an illusion of equality in the game. The game wasn't designed to let you play a fighter with a lot of skills, or a rogue or wizard with a lot of feats. You can't mix and match the base components of your character. Not unless you want to use the Class-Creation Guide or some other third-party product that allows you to do that. Would it be balanced if you could? Yeah, sure. Do people want to bother with that kinda of point-buy system? Probably not.
Character classes are stuck with the amount of skills points they are given; the amount of feats as well as character abilities and proficiencies. Now, lot's of people come back to me and say, "Oh yeah, but if you want to have a fighter with more skills, take a couple levels in rogue or expert." Which of course detracts from being a straight fighter.
Having the flexibility to design your character is a nice thing. So, every fighter, or wizard isn't the same. But there isn't much flexibility at all, other than your choice of skills and feats; or completely switching to another class. You can't choose to have a wizard who is poor at melee-ability, having poor will saves and high fortitude saves. How many players want to throw away an entire level just to match their character concept? Not many, when they see their fellow players slowly start to out-strip them in power.
With the plethora of feats that are out there, and sometimes only be able to choose one feat every three levels, you really have to think about where you want to take your character when your first building them. How often do you have players saying
"Hmm... I'll have to take this, this, this and that so I can have Whirlwind Attack feat."?? You never have someone say,
"Oh look, I didn't see it before...but it looks like I could take whirlwind attack feat if I wanted!" -- It's not necessarily a bad thing to have players have to think about where they want to take their character as the levels progress. But then, maybe again it is. What if a player decides because of what's happened to their character, that whirlwind attack isn't something he really wants anymore, and instead wants to concentrate on dual weapons? Well, I know a lot of people are going to think that getting dodge was a complete waste of time and a feat.
Of course, if you have PHB2, where you could retrain your feats might be something worth looking into. But how many people are using that book? Not a lot I would imagine.
Now, given the fact that every class uses the same experience-point table (even though I don't think they should), with a set amount of skill points and feats (depending on the class or PrC); not to mention the tendency of most players to want to somewhat min-max. Don't you think that everyone should be rewarded equally for the amount of experience they all collect? I do.
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.
True, you don't see a lot of that in other games. Two games that I know well, Palladium Rifts and Ars Magica don't even come close to being 'balanced'; but a lot of those games are more concentrated on the concept of the character class first, and then the rules. D&D, in it's attempt to be 'generic', yet also colourful and flamboyant with all sorts of different classes, and PrCs and Feats has all the colour, but no context to the concepts of a setting. This in effect makes you want to compare the classes against each other, and not compare them to the concept in relationship to their setting.
But a lot of other games aren't as popular as D&D. I'm sure if you had the same amount of people playing Rifts as you do D&D, and posting on boards like this... I'm sure they would be arguing about game balance as well. Moonstone Spider is correct. A lot of people shy away from games like Rifts because of the lack of balance and over-obvious power-creep. (I won't mention the other creep when it comes to Palladium...) But I would also argue that a lot of other games have characters that start a lot more effective than D&D characters, so your not so cheesed-off when you've realized that you've wasted a feat that is going to take three levels to have a chance to fix.
But, if the game is designed in such as way that once a character has significant advantages over the other characters, you are going to end up with players who think and feel that the game is now
unfair and unbalanced.
I don't mind if things are a little out of whack. Because I can always twist here, and pinch there, and put things back into 'balance', so that it works the best for my game. A good example is the earlier Magic Item creation rules, that got revamped. - Or classes that have only 2 skill points per level. (In my game, I've given everyone who only had 2 skill points per level 4 now. Because I consider it such a minor thing, but players really suffer in the game if they don't have the skills to get involved in most situations.)
But what I do mind is that when EVERYTHING is so obviously broken that I wonder what the hell is wrong with the game designers that they couldn't bother to proof-read, play-test or even think about what they were writing, and then expect people to pay money for their schlock.
It's great if your in a game where you don't have to worry about you min-maxing your character. Where the DM makes the game so cool that you don't care if your character is the 3rd level hobbit running around with 15th level rangers and fighters, and a 40th level wizards who's hobby is fighting Balrogs single-handedly. But I suspect that most people don't play in those sorts of games, where they would like to be more than just an observer. Next to other games, and other versions of D&D, this is the one that lends itself to the need for min-maxing and balance the most. Also, it only takes but one crunch-loving player who starts min-maxing their character before the other players start to do the same.
Should there be balance? I think there should. Can you achieve
perfect balance? No. But you can get close, or at least attempt to get there. There should be an attempt to have game-balance between the various classes; perhaps not with feats and abilities, but like ehren37 mentioned, poor feats are obviously there as stepping stones to PrCs. But also, balancing feats can be easily done with all the little tricks they have, such as making Dodge increase in strength +1 every four levels, or whatever else.
Yes, we all know that not all players are created equal. With the advent of allowing players to somewhat design their character by choosing their feats and limitedly choosing their skills, not all built-up characters will be equal either, which only widens the chasm. But I think it's better to at least try to keep some things reined in without throwing the baby out with the bathwater.
As for players. I try to 'balance' out their playing styles by rewarding each player for doing things that are special. Such, I'm not going to give Player-A bonus XP for roleplaying because A is a ham, because they a theatre-major, and I expect that sort of thing from them. But I will give him XP bonus for solving puzzles, because I know he's horrible at it. Where as I'm going to give Player-B bonus XP for roleplaying and not for problem-solving, because she's completely different (opposite) kind of player. When you impress me as a player, and do things I wasn't expecting from you, I try to reward them. I try and reward players for being part of the game, and enriching the game.
Do you want to go into a game knowing that everyone else has a clear advantage over you, and that advantage was written into the game? Or would you like at least the illusion that your on equal-grounds, at least to start off with? If you don't think it's an issue, look at Wizard's D&D forums, and see how many people as asking for advice to have their character pimped-out.
What if you were playing Ars Magica? Where a mage, right out of the gate has the ability to smoke an entire army. Do you want to play one of the grog who has to fight/face that mage? -- It's akin to playing a 1st level character with a 10th level group. Where everyone advances in their respective levels equally. It's going to take you the same amount of time to reach 2nd level as it did for everyone to reach 11th.
Do the feats (where most differentiation occurs) need to be balanced? Well, for the most part, I would have to say... yes. Chained feats should be better and better higher up the ladder you go, when you have prerequisite feats or stats or what have you. That the better a special/class ability or feat is, the more prerequisites should be included, or that the feat/ability should limited by the number of uses per day. I believe something to this effect was even written in the DMG.
With so much of the game designed around being 'balanced', then there should be an attempt to stay within that design-frame. Yes, a lot of that balance breaks down when features your character has aren't being utilized in game. Where your ranger isn't seeing any of his favoured enemies, or your paladin isn't getting a lot of mounted combat inside those dungeons. But that's the fault of the DM, if not the player to attempt to seek out those situations. Minor problems at most.
I don't think it's very good game design for D&D to be a 'conditional' game. Where all the characters cannot participate in all situations.
"Oh, sorry Bob, your fighter doesn't have much in the way of skills... heck, he doesn't even have diplomacy. So, you'll just going to have to sit there and paint your toenails while we go through this political intrigue campaign. Sorry!"
I don't want to play a more complex version of Rock-Paper-Scissors, where the game breaks down just because I don't have any paper; or where Rock always beats Paper
and Scissors.
What is the purpose of having rules and guidelines for creating new rules and features for the game if your just going to ignore them?
Now, should every character concept be equally effective in the game? No. If I want to play Blackadder I or S. Baldric as opposed to Doc Savage? That's my choice. No one ever said that I had to spend all my feats or skill points.