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<blockquote data-quote="77IM" data-source="post: 4738272" data-attributes="member: 12377"><p>The game rules <em>shouldn't allow you to make that choice.</em> They should not allow me to make a character that is more -- or less -- useful than yours. That's what "game balance" ultimately means. My character can be <em>different</em> but not <em>better</em>.</p><p></p><p>This thread has devolved into people arguing whether or not the game should be balanced. I'm for balance, because it's always easy for the DM to unbalance things by throwing a monkey wrench into the works, if that's what the group wants. ("You're playing Aragorn, so you're 4 levels higher than everybody else... and you hobbits, I have news for you too...")</p><p></p><p>I'll certainly grant that combat is not the only measure of usefulness, but in most D&D groups it is the most important measure. (For example, it's possible to have fun with a weak character if he is getting a lot of the spotlight -- see aforementioned hobbit example.) But I've played in too many games where one PC wound up <em>accidentally</em> better or worse -- power-wise -- and the other PCs came to resent it. Then the DM has to untangle the mess and it's a pain. So I'm definitely in favor of the core rules being balanced.</p><p></p><p></p><p>Since when is being torn any fun? That sucks. A game may be "a series of interesting decisions" but that does not mean that every decision is automatically fun. A trade-off between combat effectiveness and character concept is a lose-lose.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4738272, member: 12377"] The game rules [i]shouldn't allow you to make that choice.[/i] They should not allow me to make a character that is more -- or less -- useful than yours. That's what "game balance" ultimately means. My character can be [i]different[/i] but not [i]better[/i]. This thread has devolved into people arguing whether or not the game should be balanced. I'm for balance, because it's always easy for the DM to unbalance things by throwing a monkey wrench into the works, if that's what the group wants. ("You're playing Aragorn, so you're 4 levels higher than everybody else... and you hobbits, I have news for you too...") I'll certainly grant that combat is not the only measure of usefulness, but in most D&D groups it is the most important measure. (For example, it's possible to have fun with a weak character if he is getting a lot of the spotlight -- see aforementioned hobbit example.) But I've played in too many games where one PC wound up [i]accidentally[/i] better or worse -- power-wise -- and the other PCs came to resent it. Then the DM has to untangle the mess and it's a pain. So I'm definitely in favor of the core rules being balanced. Since when is being torn any fun? That sucks. A game may be "a series of interesting decisions" but that does not mean that every decision is automatically fun. A trade-off between combat effectiveness and character concept is a lose-lose. -- 77IM [/QUOTE]
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