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[rant] Balance schmalance
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<blockquote data-quote="Umbran" data-source="post: 1329653" data-attributes="member: 177"><p>You're right, and you're wrong, all in one shot <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When you are talking about an individual campaign, you're right. The DM should only be really concerned with whether or not the groupis having fun. The "balance" thing is only a means to that end, and it isn't the only means. We should also note that the DMG agrees with you that there should be a mix of encounters with some easy and some hard and some impossible.</p><p></p><p>When you are talking about overall game design, however, you're a bit off. There balance is a much larger issue. The designer has to consider general, overall behavior of many gamers, rather than build for a specific campaign. A good game is supposed to be a solid foundation from which we may take our individual departures. The balance designed into the system is a great tool, and discussions about it in terms of general design serve to increase our understanding of the game's strengths and weaknesses.</p><p></p><p></p><p></p><p>Right. As if none of us have extensive experience with players, we should believe you instead of ourselves? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> My own experience runs somewhat contrary to your assertion. Most players I know quickly get bored with taking candy from babies. An occasional place where they can kick butt and take names is nice, but becomes terribly boring if it becomes a regular part of the diet, or if it serves no useful dramatic or plot function. And similarly running away becomes terribly boring if it happens too frequently.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1329653, member: 177"] You're right, and you're wrong, all in one shot :) When you are talking about an individual campaign, you're right. The DM should only be really concerned with whether or not the groupis having fun. The "balance" thing is only a means to that end, and it isn't the only means. We should also note that the DMG agrees with you that there should be a mix of encounters with some easy and some hard and some impossible. When you are talking about overall game design, however, you're a bit off. There balance is a much larger issue. The designer has to consider general, overall behavior of many gamers, rather than build for a specific campaign. A good game is supposed to be a solid foundation from which we may take our individual departures. The balance designed into the system is a great tool, and discussions about it in terms of general design serve to increase our understanding of the game's strengths and weaknesses. Right. As if none of us have extensive experience with players, we should believe you instead of ourselves? :) My own experience runs somewhat contrary to your assertion. Most players I know quickly get bored with taking candy from babies. An occasional place where they can kick butt and take names is nice, but becomes terribly boring if it becomes a regular part of the diet, or if it serves no useful dramatic or plot function. And similarly running away becomes terribly boring if it happens too frequently. [/QUOTE]
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