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General Tabletop Discussion
D&D Older Editions
Jonathan Tweet: Prologue to Third Edition
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<blockquote data-quote="kenmarable" data-source="post: 7782331" data-attributes="member: 40359"><p>Depends on what you mean. As a DM, I don't have much trouble balancing it for my particular group, either.</p><p></p><p>However, as a game designer, that variable is far out of their control. So when deciding how powerful effects should be that recharge on short or long rests or whatever, there has to be a lot of assumptions made but also taking into account the fact that at any table (or even different times with a single table), those assumptions can be very, very wrong. Needing to balance all of that is extremely challenging. So I can certainly sympathize with the point that daily effects can be very difficult to balance well, and what works for one group or even one situation in a group might not work for others at all.</p><p></p><p>Balancing as a DM and balancing as a game designer are entirely different things.</p><p></p><p>Personally, my games tend to be run pretty fast and loose, and are pretty forgiving mechanically, so I haven't noticed it myself. But that doesn't mean I don't think it's a potentially big issue for others. Just because it's not a problem <em>for me</em> really has zero bearing on whether others find it a problem for them.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 7782331, member: 40359"] Depends on what you mean. As a DM, I don't have much trouble balancing it for my particular group, either. However, as a game designer, that variable is far out of their control. So when deciding how powerful effects should be that recharge on short or long rests or whatever, there has to be a lot of assumptions made but also taking into account the fact that at any table (or even different times with a single table), those assumptions can be very, very wrong. Needing to balance all of that is extremely challenging. So I can certainly sympathize with the point that daily effects can be very difficult to balance well, and what works for one group or even one situation in a group might not work for others at all. Balancing as a DM and balancing as a game designer are entirely different things. Personally, my games tend to be run pretty fast and loose, and are pretty forgiving mechanically, so I haven't noticed it myself. But that doesn't mean I don't think it's a potentially big issue for others. Just because it's not a problem [i]for me[/i] really has zero bearing on whether others find it a problem for them. [/QUOTE]
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Jonathan Tweet: Prologue to Third Edition
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