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"My X is underpowered compared to Y." So?
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<blockquote data-quote="Tony Vargas" data-source="post: 6639078" data-attributes="member: 996"><p>Indeed, it doesn't matter. </p><p></p><p>But, I'm surprised you find the concept of class balance strange or new. Gygax went on about it in the 1e DMG, and both versions of AD&D had extensive, even baroque, mechanisms in an attempt to provide some balance among the classes (and races). In retrospect they didn't work very well, but they represented a great deal of thought and effort.</p><p></p><p>Even the idea of a balanced or 'fair' encounter shouldn't be entirely alien. Early modules were designed for tournaments, which were meant to be fair to the competitors on some level, I assume. Modules were also rated for the level of player they were designed for, which strongly implies that encounters in them were designed to be level-appropriate challenges. Random encounter tables weren't all be terrain, there was a set of them by level in the DMG, too, and the monsters that a Summoning spell could conjure up were also a de-facto yardstick of level-appropriateness. There was a rough correspondence between dungeon level and degree of danger/difficulty, as well. The mere lack of explicit encounter design guidelines doesn't mean no one ever tried to create balanced encounters, just that it wasn't easy to do so - more art than science.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6639078, member: 996"] Indeed, it doesn't matter. But, I'm surprised you find the concept of class balance strange or new. Gygax went on about it in the 1e DMG, and both versions of AD&D had extensive, even baroque, mechanisms in an attempt to provide some balance among the classes (and races). In retrospect they didn't work very well, but they represented a great deal of thought and effort. Even the idea of a balanced or 'fair' encounter shouldn't be entirely alien. Early modules were designed for tournaments, which were meant to be fair to the competitors on some level, I assume. Modules were also rated for the level of player they were designed for, which strongly implies that encounters in them were designed to be level-appropriate challenges. Random encounter tables weren't all be terrain, there was a set of them by level in the DMG, too, and the monsters that a Summoning spell could conjure up were also a de-facto yardstick of level-appropriateness. There was a rough correspondence between dungeon level and degree of danger/difficulty, as well. The mere lack of explicit encounter design guidelines doesn't mean no one ever tried to create balanced encounters, just that it wasn't easy to do so - more art than science. [/QUOTE]
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"My X is underpowered compared to Y." So?
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