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So I ran a 6-8 encounter day...
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<blockquote data-quote="5ekyu" data-source="post: 7469081" data-attributes="member: 6919838"><p>Ok so the isdue to me is seeing it as limiting vs requires gm contribution.</p><p></p><p>I have never seen a "balancing system" for an rpg (non-indie as in not geavily dependent on player-authorship) where balance did not deoend mostly on GM efforts and choices made to balance. </p><p></p><p>As long as players get to assemble different types of character without being locked into pre-fab "sameness- at per character or per group added to the GM being allowed to author and design challenges from a very very briad swath of options... There is no sustem for balance that does not depend on that gm effirt and constant monitoring for balance.</p><p></p><p>Two different GMs run invasion angke campaigns - one with undead as primary bads, other with goblinouds and giants - apply those to a half dozen different parties and let me know what rpg non-limiting balance system would accomodate both with limiting being limited to non-gm focused effort thingy.</p><p></p><p>Its a red herring.</p><p></p><p>Limiting cannot mean the same as making balance an ongoing considerstiin for the gm cuz unless a ton of meaningful choices are taken away from both pkayers and gm there wont be any sort of consistent balance over time.</p><p></p><p>If you have a set of mechanics that makes it true, post them.</p><p></p><p>But the only thing clise i have seen were mechanic like indies games where your pc abilities were authorship or relevance based... Each had x takens of influence and could play them to advance things by creating scenes tie in etc.</p><p></p><p>The closest crunchy system that kinda did this i saw recently was Mophi 2d20 which seemed in play to let most every key task boil down to momsntum spends so the fact that earlier you rolled well on your grow leafy greens skill and filled up the momentum pool (with help from the phaser operators exceptional rolls) allows the transporter tech to burn momentum to re-split Tuvix with auto-successes. That let completely unrelated activities play into the pool needed for the key momant so regardless, everybody adds to the win. It really made character stats mostly secondary except as flavor. (Observation made from watching a long running game play plus read of the rules, not a ton of APX myself. It soured the system fir me so i dud not run it.)</p><p></p><p>To the way i see it, i am not limited by choosing to make balancing choices since i still gave infinities of balancing choices that work for party a, even if they are different infinities of choices than i would pick for party b.</p><p></p><p>The idea that theres some set of math that balances party a, party b party c etc all without my effort to choise to balance... that is less limiting... Has to remain in the realm of vaporware red herring until i see it.</p><p></p><p>But if you have one, feel free to pist it.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7469081, member: 6919838"] Ok so the isdue to me is seeing it as limiting vs requires gm contribution. I have never seen a "balancing system" for an rpg (non-indie as in not geavily dependent on player-authorship) where balance did not deoend mostly on GM efforts and choices made to balance. As long as players get to assemble different types of character without being locked into pre-fab "sameness- at per character or per group added to the GM being allowed to author and design challenges from a very very briad swath of options... There is no sustem for balance that does not depend on that gm effirt and constant monitoring for balance. Two different GMs run invasion angke campaigns - one with undead as primary bads, other with goblinouds and giants - apply those to a half dozen different parties and let me know what rpg non-limiting balance system would accomodate both with limiting being limited to non-gm focused effort thingy. Its a red herring. Limiting cannot mean the same as making balance an ongoing considerstiin for the gm cuz unless a ton of meaningful choices are taken away from both pkayers and gm there wont be any sort of consistent balance over time. If you have a set of mechanics that makes it true, post them. But the only thing clise i have seen were mechanic like indies games where your pc abilities were authorship or relevance based... Each had x takens of influence and could play them to advance things by creating scenes tie in etc. The closest crunchy system that kinda did this i saw recently was Mophi 2d20 which seemed in play to let most every key task boil down to momsntum spends so the fact that earlier you rolled well on your grow leafy greens skill and filled up the momentum pool (with help from the phaser operators exceptional rolls) allows the transporter tech to burn momentum to re-split Tuvix with auto-successes. That let completely unrelated activities play into the pool needed for the key momant so regardless, everybody adds to the win. It really made character stats mostly secondary except as flavor. (Observation made from watching a long running game play plus read of the rules, not a ton of APX myself. It soured the system fir me so i dud not run it.) To the way i see it, i am not limited by choosing to make balancing choices since i still gave infinities of balancing choices that work for party a, even if they are different infinities of choices than i would pick for party b. The idea that theres some set of math that balances party a, party b party c etc all without my effort to choise to balance... that is less limiting... Has to remain in the realm of vaporware red herring until i see it. But if you have one, feel free to pist it. [/QUOTE]
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