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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="Bedrockgames" data-source="post: 5326470" data-attributes="member: 85555"><p>I personally liked 3E a lot. But I think what people are talking about when they take issue with balance in 3E versus earlier editions, is the multiclassing system (at least that is where I saw most of the holes in the game). One of the things I loved about 3E was its versatile multiclassing system (which allowed you to make all kinds of interesting characters). But because each class is basically a list of powers you get over time, there are all kinds of combinations that strain the game. Especially when the splat books introduced new material at a steady clip. That and the feats. A player who knew how to work the feat and multiclassing combinations, could devise an overpowered character fairly easily. By the same token someone who didn't understand the system could unintentionally create an underpowered one. </p><p></p><p>In my experience about half of the people in my group saw this as a feature, the other half saw it as a flaw. I think this is largely a matter of taste. For some, having a system where power imbalances are possible is important because it means character creation and development choices have significant mechanical consequences. For others this was problematic because it required system mastery in order to fully enjoy and participate in the game (but there are tons of threads on that discussion here I am sure). And others in my group thought balance was important, and felt 3E could be balanced provided the GM kept an eye on character creation choices, and ruled against broken combos. </p><p></p><p>Earlier editions certainly had balance issues (wizards have always been more powerful than fighters at high level--that sort of thing). But from what I remember, it was really hard to achieve the scope of imbalance in 2e or 1e that you could in 3e. GMing 2e I definitely encoutnered min maxers and they were able to push the game in places and find loopholes. But there just weren't the number of combinations and loopholes that existed in 3E due to the multiclassing/feats. </p><p></p><p>I haven't really played much 4E, so I can't comment on the balance in the new edition. But from what my friends who play it tell me, many of the issues created 3E multiclass system, have been eliminated. However, I am also told, there are still ways to push the system (though I don't know to what extent).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5326470, member: 85555"] I personally liked 3E a lot. But I think what people are talking about when they take issue with balance in 3E versus earlier editions, is the multiclassing system (at least that is where I saw most of the holes in the game). One of the things I loved about 3E was its versatile multiclassing system (which allowed you to make all kinds of interesting characters). But because each class is basically a list of powers you get over time, there are all kinds of combinations that strain the game. Especially when the splat books introduced new material at a steady clip. That and the feats. A player who knew how to work the feat and multiclassing combinations, could devise an overpowered character fairly easily. By the same token someone who didn't understand the system could unintentionally create an underpowered one. In my experience about half of the people in my group saw this as a feature, the other half saw it as a flaw. I think this is largely a matter of taste. For some, having a system where power imbalances are possible is important because it means character creation and development choices have significant mechanical consequences. For others this was problematic because it required system mastery in order to fully enjoy and participate in the game (but there are tons of threads on that discussion here I am sure). And others in my group thought balance was important, and felt 3E could be balanced provided the GM kept an eye on character creation choices, and ruled against broken combos. Earlier editions certainly had balance issues (wizards have always been more powerful than fighters at high level--that sort of thing). But from what I remember, it was really hard to achieve the scope of imbalance in 2e or 1e that you could in 3e. GMing 2e I definitely encoutnered min maxers and they were able to push the game in places and find loopholes. But there just weren't the number of combinations and loopholes that existed in 3E due to the multiclassing/feats. I haven't really played much 4E, so I can't comment on the balance in the new edition. But from what my friends who play it tell me, many of the issues created 3E multiclass system, have been eliminated. However, I am also told, there are still ways to push the system (though I don't know to what extent). [/QUOTE]
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