What do I mean by "game balance"?
That the party is equal to the encounters they face in an adventure.
That each member is as able to shine as any other.
That the party has a chance to win.
Now to answer some of your points (and thanks of keeping it on topic).
Could you explain? Why wouldn't D&D work well if the PCs were not the same power level?
That the party is equal to the encounters they face in an adventure.
That each member is as able to shine as any other.
That the party has a chance to win.
Now to answer some of your points (and thanks of keeping it on topic).
Mark Chance: For example, I don't think that D&D would work well if the players' characters weren't all more or less the same power level.
Could you explain? Why wouldn't D&D work well if the PCs were not the same power level?
Nameless: It also depends on the point of the game you're playing. If the object of the game is to vanquish foes (usually through combat), then it's important for each player to have his chance to shine. D&D tends to fall into this group. If the goal of the game is to overcome adversity through subterfuge, there are other balance issues (WW's Vampire is more like this. Being a combat-twink is easy. Being a successful vampire is not.)[/OUOTE]
Even in an RPG that emphasises combat, isn't it possible to overcome an opponent through other means? Does the climax of every adventure have to be a car cha... big fight?
Pogre: The better question is: Why wouldn't you want balanced rules? If it serves a purpose to have one character greater than the others (e.g. Ars Magica) then that is provided for by the rules. D&D attempts to create roughly balanced classes - in some games there are no such pretensions.
But, is it necessary for party members to be roughly equal for each to make a contribution?
Brun: I'll say that it all comes down to the concepts of a setting or game, but for an unbalanced game to trully work, you'll need good players. This is why, for a game like D&D, that is meant to be "universal" or the "default" RPG, strong balance between all elements is a good thing.
Why does D&D's status as the "default" RPG make it necessary to be balanced? Could D&D work if it weren't balanced?
Lord Zardoz: However, it is my experience that most players would like to be able to contribute meaninfully to the adventure. If you have one character who is easilly capable of completing the adventure without the help or input of the other players, then why are the other players even playing the game?
Good point. However, I must ask, does it have to be dictated by the rules? What about the GM? Or the players themselves? Have they no voice in who can and does contribute substantially to the party's success?
Ichabod: Roleplaying games are in part games. If the game is not balanced, part of the experience goes down the tubes.
Are RPGs the type of game that has to be balanced. Why?
Bret: What I do expect in a game is some sort of fairness. This can be in the form of every character getting an equal shot at the spotlight, or each having a certain area of expertise that is valuable in the game which is unique to that character, or even allowing anyone equal access to the various abilities like most classless systems allow.
What about those who don't want the spotlight? Those who are happy playing a supporting role, and only on occasion taking the forefront? For that matter, do RPGs have to be fair? Id est, give everybody an even break?
Olive: I think its important. i can see how it can be worked around, but it's a game, not a book, and it's important everyone is getting things out of it.
Why wouldn't it be possible for everybody to get something out of an unbalanced game?
After Olive the comments pretty much repeated what folks had said before. One constant in all was the fact that people did not really explain their position. That is, they did not present a good argument to support their statement.
In other words, lots of opinions, not much in the way of convincing argument.
Another recurring theme concerned the perceived need for all in the party to have an equal chance to shine, and that this had to be dictated by the rules. To which I ask, why? Isn't that more the province of the GM, in his role as the scene setter and director? And what of the players themselves? Aren't they capable of coming up with ways for even "marginal" characters to participate? Are mechanics intrinsically better than individual initiative?
Last, but certainly not least: Are RPGs like traditional games? How and why? Is it possible for RPGs to be a different type of game? Maybe a new type of game, one where the old wisdom concerning games doesn't (necessarily) apply.
Am I full of hooey, or a hard-core loon? Support your statement and show your work.
Gab on.