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General Tabletop Discussion
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Older Editions and "Balance" when compared to 3.5
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<blockquote data-quote="Raven Crowking" data-source="post: 5323379" data-attributes="member: 18280"><p>Not by any means.</p><p></p><p>But you will, I hope, note that balance to give "each a distinct and different approach to the challenges posed by the game" is a very different kettle of fish from balance to ensure that all can contribute equally to every approach that might be taken.</p><p></p><p>One requires a series of adventure environments wherein different approaches <em>can be taken</em> and probably <em><strong>should be taken</strong></em> (or the balance doesn't work; see Hussar's example of 80% combat games where <em>sleep</em> is a clear autowin).</p><p></p><p>The other is perfectly fine with a string of combats with preprinted battlemats, intended to be approached only as a string of combats. If might even tell the GM exactly when some other approach (skill challenge) is to be used. It may also mandate ignoring verisimilitude in the rules, because that tricky V word almost ensures that different problems are going to require different approaches, and that different people will be clearly better at some approaches than others.</p><p></p><p>Both games are going to be better suited for a limited set of playstyles as a result. What your playstyle is will very likely determine (or at least factor highly in) the type of balance you prefer. And, probably, how you think of other types of "balance" as expressed in other games.</p><p></p><p>Balance. The same word is being used, but the same meaning is not.</p><p></p><p>"Balance" is not a new concern; the sort of balance 4e offers is. </p><p></p><p>And I have come to regard that as a good thing. Different games should be concerned with different things, because different people are. As this thread clearly shows. Having different styles of balance out there makes it easier to play what you want. </p><p></p><p>And life is too short for games that you don't find fun.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5323379, member: 18280"] Not by any means. But you will, I hope, note that balance to give "each a distinct and different approach to the challenges posed by the game" is a very different kettle of fish from balance to ensure that all can contribute equally to every approach that might be taken. One requires a series of adventure environments wherein different approaches [I]can be taken[/I] and probably [I][B]should be taken[/B][/I] (or the balance doesn't work; see Hussar's example of 80% combat games where [I]sleep[/I] is a clear autowin). The other is perfectly fine with a string of combats with preprinted battlemats, intended to be approached only as a string of combats. If might even tell the GM exactly when some other approach (skill challenge) is to be used. It may also mandate ignoring verisimilitude in the rules, because that tricky V word almost ensures that different problems are going to require different approaches, and that different people will be clearly better at some approaches than others. Both games are going to be better suited for a limited set of playstyles as a result. What your playstyle is will very likely determine (or at least factor highly in) the type of balance you prefer. And, probably, how you think of other types of "balance" as expressed in other games. Balance. The same word is being used, but the same meaning is not. "Balance" is not a new concern; the sort of balance 4e offers is. And I have come to regard that as a good thing. Different games should be concerned with different things, because different people are. As this thread clearly shows. Having different styles of balance out there makes it easier to play what you want. And life is too short for games that you don't find fun. RC [/QUOTE]
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