A good example of Balance on a TV-adventure show that I think applies to D&D is Stargate: SG1, with 4 'PCs'. Even though one of their actors is the star & a producer, O'Neil never overshadows the other characters in the way eg Kevin Sorbo insists on all his characters doing. What makes SG1 D&D-like to me is that all the characters are combat-capable, perhaps implausibly so, yet they're all given different 'schticks' that enable them to contribute in turn.
O'Neil is the leader, ex-special forces and the best tactical fighter, but is cheerfully ignorant of the scientific & archaeological esoterica that his survival depends on, so he needs
Carter, who knows the science stuff, and fights pretty good too, but not as well as
Teal'c, who is the physically strongest character, a great warrior and is also an inspirational leader among his own people, and familiar with the world the SG1 has to deal with, although he lacks the detailed theoretical knowledge of
er, that other guy, the one with the glasses. While he knows nothing of science (that's for Carter), he knows vast amounts of history, and it takes both their knowledge pools to deal with the threats they confront. Plus he can fight well enough to defend himself.
Would this setup work in a regular D&D game? If not, is it because killing things is so central to D&D that any significant disparity in the killing-power of the PCs is an inherent cause of player frustration?
O'Neil is the leader, ex-special forces and the best tactical fighter, but is cheerfully ignorant of the scientific & archaeological esoterica that his survival depends on, so he needs
Carter, who knows the science stuff, and fights pretty good too, but not as well as
Teal'c, who is the physically strongest character, a great warrior and is also an inspirational leader among his own people, and familiar with the world the SG1 has to deal with, although he lacks the detailed theoretical knowledge of
er, that other guy, the one with the glasses. While he knows nothing of science (that's for Carter), he knows vast amounts of history, and it takes both their knowledge pools to deal with the threats they confront. Plus he can fight well enough to defend himself.
Would this setup work in a regular D&D game? If not, is it because killing things is so central to D&D that any significant disparity in the killing-power of the PCs is an inherent cause of player frustration?