DinoInDisguise
A russian spy disguised as a t-rex.
Balance means balanced results for two players. If one player swings a sword and does 9 damage and another player swings a sword and does 7 damage that is not balanced.
If one has an 8 strength and one has a 20 it is not balanced
If both of them have a 16 strength it still is not balanced.
Giving them equal strength does not make it significantly more likely they will balanced in play.
This is an odd position to take. That's not how balance is defined in any game with randomness. Balance is equality of opportunity and expected outcome, not equality of realized outcomes. If balance required identical results: poker would be unbalanced, chess with time controls would be unbalanced, every RPG ever written would be unbalanced.
By your definition, the concept of balance cannot co-exist with dice. Which would make every balance discussion on these forums moot. Yet we have those discussions, using a different definition of balance. One that works on structural biases.
The same mean or probabilty does not mean the same or a balanced outcome.
You aren't wrong, but it's irrelevant here. Balance has never meant “identical outcomes.” It means:
Same decision > Same expected payoff
Same risk > Same reward
Same competence > Same effectiveness over time
If two characters are mechanically identical, then any difference in outcome is attributable to variance, not the system. That’s exactly what balance is supposed to do. No one is claiming that both characters always do equally well every session. That would be an absurd claim.
The only way to balance a game involving dice is to stop rolling. You are not going to have a balanced game if you are rolling dice for outcomes.
Dice introduce variance, not bias. Balance is about bias. Ability modifiers introduce bias.
Variance = outcomes fluctuate around the mean
Bias = outcomes are consistently shifted in one direction
I don't understand your use of these words.
There are 6 abilities, you are comparing the chance of one character having an 8 and another character having an 18 at that index. The chance of 1 PC rolling an 18 as their best score is 9% (using 4d6d1). The chance of someone rolling an 8 or lower as their best score is 0.00013 or roughly one in 1 million.
This fails in multiple ways. Rare events still matter in design. You dont just ignore outcomes because they are rare. Especially when the system explicitly allows them, your players experience them, and they cause persistent disadvantage.
By this logic critical hits, character death, and TPKs "don't matter" because they are unlikely or rare.
You are also applying the math inconsistently. You claim both that disparity is unlikely, so we can ignore it. And you claim that in-session chance that the weaker will out perform the stronger is "substantially higher."
But even if we accept your premise it fails at all levels. Replace 8 and 18 with 12 and 16, 14 and 18, 15 and 17. These are common and still create consistent bias. That bias is a systemic imbalance.
If you are going to do this though, I will point out that you need to consider the distribution associated with the ability score rolls to begin with. There are 6 abilities, you are comparing the chance of one character having an 8 and another character having an 18 at that index. The chance of 1 PC rolling an 18 as their best score is 9% (using 4d6d1). The chance of someone rolling an 8 or lower as their best score is 0.00013 or roughly one in 1 million.
Assuming both are barbarians and both put strength as their highest stat, the chance the one with the lower 8 in strength will outperform the one with a higher strength in combat during a session is substantially higher than the chance of getting this disparity to begin with.
When you say "will experience more frequent failures" you are discounting extremely unlikely outcomes. This is fine, but it works both ways - if you want to make a statement like this, then the counter would be that condition (one PC with 8 the other with 18) won't exist.
We have two things here. Unbalanced systems and unbalanced outcomes. We can look at them here:
- Unbalanced system: one player is more likely to succeed across the same actions
- Unbalanced outcome: one player happened to roll better tonight
Saying “they’ll both be unbalanced anyway” is like saying: since weather exists, gravity doesn't matter. Or because people sometimes slip, structural engineering doesn’t matter.
Since randomness exists, mechanical equality doesn't matter. But that position is very odd. If that was the case:
- Ability scores wouldn’t exist
- Modifiers wouldn’t scale
- Optimization wouldn’t work
- Dump stats wouldn’t hurt
I'll state my case very clearly:
Balance is not about guaranteeing equal outcomes. Never has been.
Balance is about ensuring the system does not consistently favor one player over another for the same decisions.
Dice introduce variance.
Ability modifiers introduce bias.
Removing bias improves balance even when variance remains.
Claiming otherwise seems to just be tossing the widely accepted definition of game balance in the trash. As any game with variance becomes unable to be balanced. That is a view one can have, I guess. But I don't think it lines up with the reality we observe.
If this is true:
- balance can’t exist if dice exist, and
- mechanical mitigation of randomness is pointless, and
- expected value doesn’t meaningfully affect play
- probability theory
- game design practice
- decades of observed play
- the existence of the game mechanics being discussed
If mechanical equality doesn't matter, why are we dropping the lowest of 4d6, and not just running 3d6? But really why have attributes at all? Hm.
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