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[rant] Balance schmalance
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<blockquote data-quote="Deadguy" data-source="post: 1327336" data-attributes="member: 2480"><p>I just wanted to pick up on something bloodymage said:</p><p> </p><p> </p><p> Well, let me see, <em>I</em> say so! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> When I set aside time to role-play, I like to feel that my time at table was well spent, that it <em>was</em> worth my coming along, rather than being merely a decoration. In other words, I want my character to be able to <em>do</em> something! I want to be able to participate in the game, and not have to spend my time in the shadow of another because the rules are set up that way. <em>That's</em> why some balance in the design of the character classes matters.</p><p> </p><p> Fantasy literature might abound with mismatched pairs, but then the author has the luxury of 'playing' every one of them during the writing process. As for the reader, well he gets to do the same as well, experiencing the story from each character's perspective through the pages. If you had to read a book written only from the perspective of a 'spear carrier', with hints that something amazing was happening that you weren't seeing, then <em>that</em> would be a little like the role of <em>ineffectual</em> PCs.</p><p> </p><p> It's a different perspective on the gaming experience, I grant you. But it often seems that D&D was alone as a game in assuming that a wild mismatch in the power curves of PCs was acceptable if over the course of much play that players would get long periods of being effective and ineffective. Let's start with the assumption that all PCs are created equal, and then let's see through play whether they really are; let's not build it as a design feature of the game.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 1327336, member: 2480"] I just wanted to pick up on something bloodymage said: Well, let me see, [i]I[/i] say so! ;) When I set aside time to role-play, I like to feel that my time at table was well spent, that it [i]was[/i] worth my coming along, rather than being merely a decoration. In other words, I want my character to be able to [i]do[/i] something! I want to be able to participate in the game, and not have to spend my time in the shadow of another because the rules are set up that way. [i]That's[/i] why some balance in the design of the character classes matters. Fantasy literature might abound with mismatched pairs, but then the author has the luxury of 'playing' every one of them during the writing process. As for the reader, well he gets to do the same as well, experiencing the story from each character's perspective through the pages. If you had to read a book written only from the perspective of a 'spear carrier', with hints that something amazing was happening that you weren't seeing, then [i]that[/i] would be a little like the role of [i]ineffectual[/i] PCs. It's a different perspective on the gaming experience, I grant you. But it often seems that D&D was alone as a game in assuming that a wild mismatch in the power curves of PCs was acceptable if over the course of much play that players would get long periods of being effective and ineffective. Let's start with the assumption that all PCs are created equal, and then let's see through play whether they really are; let's not build it as a design feature of the game. [/QUOTE]
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