Well, as the War Troll thing taught me, balance uber alles is kind of a worthwhile goal. A lot of the 3e powers were balanced, but others were not, so they led to situations where the creative min/maxer was playing a War Troll, while the guy who just wanted to play the game "normally" was playing a 12th level fighter.Lizard said:OTOH if, (as it seems to be in 4e) it's a natural function of the monster type, then, yeah, he gets the power. Well, I dunno. We'll need to see what the polymorph rules are. From what I've heard, you'll have a list of creatures you can turn into, all designed from the get-go to be things-you-can-turn-into, so all the game balance issues -- and, baby with bathwater, all the creative and ingenious things players can do -- are tossed aside. 4e seems to have, as a guiding philosophy, that everything should do one thing, and one thing only, and be extremely restricted and rulebound. Balance uber alles.
I'm hopeful that the eventual solution for polymorph or wildshape does allow for creativity and ingenuity while keeping things somewhat on the rails of a normal campaign. I support class balance as a goal. I don't think one player should be stuck playing a mechanically inferior character just because of their class choices.
I haven't seen any of the monsters for 4e being any more imbalanced in a friendly role than their 3e counterparts. Could you provide an example, perhaps? Unless you mean that if 4e has better class balance, it will be more obvious that a monster NPC has totally inappropriate abilities.Lizard said:I appreciate many of the design *goals* of 4e. I dispute their methods. Under 3e, it was trivial for me to make a half-fiend medusa rogue as a villain, and when he became a reluctant ally of the PCs instead of a foe to be slain, he wasn't grossly unbalanced because he wasn't built entirely on the assumption he would exist for only one encounter and be gone. Every monster in 4e is seemingly balanced on the basis of a single encounter only, and while that may work in 95% of cases, it's the other 5% -- where the game takes an unexpected veer and the plot lurches off the tracks, never to return -- that makes for memorable sessions.