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General Tabletop Discussion
*Dungeons & Dragons
"My X is underpowered compared to Y." So?
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<blockquote data-quote="ExploderWizard" data-source="post: 6638827" data-attributes="member: 66434"><p>Balance not just for combat Kinneus san, but for WHOLE game. Understand? </p><p></p><p>If we measure balance only or largely on the combat encounter level, there is very little room for meaningful differences in character types. The first thing that needs to go is the presumption that all classes need to have the same XP requirements and level at the same time. Overall combat effectiveness is something that not every class HAS to have either. </p><p></p><p>The thief as a DPS rogue is one of those design elements that hurts the brain if you bother to think about it. The FIGHTER is the trained killing machine, a supposed expert at putting the business end of weapons into people yet it is the THIEF who "knows where to strike" and routinely makes weapon attacks that hit with the impact of a fireball. Why does the 2nd story jewel thief know how to do this while the murder machine by comparison delivers only love taps? </p><p></p><p>I'll tell you why? It is because the fighter and the thief HAD to have the same XP table and advance at the same rate. Going with that assumption uses the same thought process that determines that 6+3 MUST equal 10. Fill in the missing piece with whatever BS is required to get desired end result. That happens to produce a result that makes a sane person question the fighter's expertise at fighting. </p><p></p><p></p><p></p><p></p><p>If every class matters equally in combat but NOT equally out of combat, what is the reason to play a character whose sole competency is combat? It seems that logically in order to enjoy all parts of the game you would avoid those classes. </p><p></p><p></p><p></p><p>Define power levels? How are we measuring power here, by overall combat effectiveness? Damage dealing ability?</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6638827, member: 66434"] Balance not just for combat Kinneus san, but for WHOLE game. Understand? If we measure balance only or largely on the combat encounter level, there is very little room for meaningful differences in character types. The first thing that needs to go is the presumption that all classes need to have the same XP requirements and level at the same time. Overall combat effectiveness is something that not every class HAS to have either. The thief as a DPS rogue is one of those design elements that hurts the brain if you bother to think about it. The FIGHTER is the trained killing machine, a supposed expert at putting the business end of weapons into people yet it is the THIEF who "knows where to strike" and routinely makes weapon attacks that hit with the impact of a fireball. Why does the 2nd story jewel thief know how to do this while the murder machine by comparison delivers only love taps? I'll tell you why? It is because the fighter and the thief HAD to have the same XP table and advance at the same rate. Going with that assumption uses the same thought process that determines that 6+3 MUST equal 10. Fill in the missing piece with whatever BS is required to get desired end result. That happens to produce a result that makes a sane person question the fighter's expertise at fighting. If every class matters equally in combat but NOT equally out of combat, what is the reason to play a character whose sole competency is combat? It seems that logically in order to enjoy all parts of the game you would avoid those classes. Define power levels? How are we measuring power here, by overall combat effectiveness? Damage dealing ability? [/QUOTE]
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Community
General Tabletop Discussion
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"My X is underpowered compared to Y." So?
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