AbdulAlhazred
Legend
Well, just as D&D has evolved, so has M:tG. Back when I started playing, at the beginning of the game, you got as many Black Lotuses as you possibly could and filled your deck with them. They were flat out better in every respect than virtually every other card, except a couple others you had to have to do something with all the mana (so, maybe if you had 20 Black Lotuses they might start to be worse if you added more, but still). NOWADAYS an M:tG deck is often built with maybe just a couple rare cards in it, maybe none at all, and they are usually there more to act as 'resets' or 'jokers', a card that can pop up and turn a losing position into a win. Your basic deck strategy is formed from commons and uncommons synergistically reducing your opponent's options by the equivalent of an arm-lock. Even in the old days there builds like that, 'goblin decks' that just swarmed the opponent with many cheap common creatures faster than he could stomp on them.Sure. As you say, some of Garry’s attempts at balance were more successful than others.
Right, you’re thinking of “balance” on an individual-to-individual basis. A Holy Avenger is more powerful than a normal sword, so they’re not “balanced against each other.” I’m talking about balance across the broader playing field. A Holy Avenger is able to be as powerful as it is and still feel “fair” because it’s extremely rare. If everyone could get one as easily as they can get a normal sword, normal swords would feel pointless. But, because normal swords are easily accessible and Holy Avengers are not, they each have a purpose and a role. The power is “balanced out” by the rarity, making for a fair overall gameplay experience.
My comparison to Magic: the Gathering was very intentional. Magic is a game where rarity as a form of balance is integral to the game’s design. Nobody is going to make the argument that a powerful rare card like Jace the Mindsculptor isn’t way stronger than a common card like Youthful Knight. But, in an environment where card availability is limited, the rarity of the former balances its relative power. Commons, though typically weaker than rarer cards, are more important in limited, because they form the majority of the card pool, and are the basis on which you’ll be building a deck. A rare bomb can be useful, but if you try and build around it, you’re likely to end up with a much weaker deck than one built from a solid base of commons.
Of course, this form of balance fails when access to the rarer cards isn’t actually limited. Richard Garfield severely under-estimated the amount of product the average player would open, and realized that in the long-term, rarity wouldn’t serve to balance the more powerful cards like he thought it would, because people would just buy enough packs to get whatever cards they wanted regardless of rarity (which is why limited formats were invented).
Likewise in D&D, players just re-roll until they get the stats they want, or use more generous stat-generation methods, or “cheat” or otherwise manipulate the intended probability distribution so they can play what they want to play. This undermines the balance factor I believe stat requirements were supposed to create, making the powerful classes, bonuses, and other advantages of high stats more accessible than they were intended to be. Which is pretty much your thesis. I think we’re ultimately in agreement here but quibbling over terminology.
Nowadays, 4e or 5e, you can simply play whatever you want. You get a set of scores to distribute, which just basically gives you a strength and a weakness you can pick, and then you play a class fit to your strength. If the players really want to be "the awesome band of Rangers" and all play the same class, they darn well can. But that does mean the game is very different. Gary's idea of the game was a whole community of players and their characters doing different things in the campaign, forming parties as needed. If paladins were really rare, then having one in your party was rare. Yeah, that PC was inherently strong, but it was just one of many, next week you were the wimpy thief. If you play today's sort of game with 1e, then one guy is stuck forever as the thief, and the other guy gets to be the rocking paladin every single game.