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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="Tony Vargas" data-source="post: 9173146" data-attributes="member: 996"><p>(I should share a definition of balance that I encountered that I've found helpful</p><p><em>A game is better balanced the more choices it presents to the player that are both meaningful and viable</em>.)</p><p></p><p>The point is just that the game has imbalanced classes. The reasons that could be bad in a cooperative game are myriad and have often been belabored in the past. </p><p></p><p>But, whether it's a 'problem' is more a matter of point of view. Imbalance is not a problem for a game producer if it does not demonstrably harm revenue. It's not a problem at a particular table if no one takes an over- or under-powered class (or if everyone takes either all one or all the other - it could be a problem for the DM re-balancing challenges to match), because you're playing a "balanced" sub-set by eliminating choices (which is not actually better-balanced, just more up-front about it). It's not a problem to system masters who optimize the best possible choices for maximum power (OK, it may be, if it's too extreme) - or knowingly optimize a bad choice for the challenge (unless, again, it's just unsalvageable). It's not a problem for a player who happens to choose an OP class and enjoys playing an OP character - which may be a problem for other players at the same table. It's not a problem for players at a table where the DM goes above and beyond to fix/mask/compensate for balance problems (tho it's an added burden on the DM, some DMs can handle it).</p><p></p><p>So, yeah, there are cases where imbalance may not be perceived as a problem. In most of those cases, balance wouldn't be a problem, either. System masters for instance, relish optimization in a better-balanced system (with as many or more choices than a comparable imbalanced system), even tho the gross rewards are smaller, the challenge can be more engaging. Players who would normally all gravitate to sub-sets of choices that avoid imbalance have the full set of choices available, instead. The player's at the great DM's table won't notice a difference, tho the DM may be a bit relieved. About the only ones left out are those who just pick OP options on a whim and are happy to be OP.</p><p></p><p></p><p>Balance facilitates that. Balanced choices give each player a better chance of playing what they want, without overshadowing others or under-contributing.</p><p></p><p>Balance doesn't always fail by presenting meaningful but non-viable 'trap choices' or overpowered choices. It can also fail by offering meaningless choices. "Are you a member of the Wizards of the Aubergine Order or the Purple Sages of the Royal Palace?" What's the difference? " The color of your robe..."</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9173146, member: 996"] (I should share a definition of balance that I encountered that I've found helpful [I]A game is better balanced the more choices it presents to the player that are both meaningful and viable[/I].) The point is just that the game has imbalanced classes. The reasons that could be bad in a cooperative game are myriad and have often been belabored in the past. But, whether it's a 'problem' is more a matter of point of view. Imbalance is not a problem for a game producer if it does not demonstrably harm revenue. It's not a problem at a particular table if no one takes an over- or under-powered class (or if everyone takes either all one or all the other - it could be a problem for the DM re-balancing challenges to match), because you're playing a "balanced" sub-set by eliminating choices (which is not actually better-balanced, just more up-front about it). It's not a problem to system masters who optimize the best possible choices for maximum power (OK, it may be, if it's too extreme) - or knowingly optimize a bad choice for the challenge (unless, again, it's just unsalvageable). It's not a problem for a player who happens to choose an OP class and enjoys playing an OP character - which may be a problem for other players at the same table. It's not a problem for players at a table where the DM goes above and beyond to fix/mask/compensate for balance problems (tho it's an added burden on the DM, some DMs can handle it). So, yeah, there are cases where imbalance may not be perceived as a problem. In most of those cases, balance wouldn't be a problem, either. System masters for instance, relish optimization in a better-balanced system (with as many or more choices than a comparable imbalanced system), even tho the gross rewards are smaller, the challenge can be more engaging. Players who would normally all gravitate to sub-sets of choices that avoid imbalance have the full set of choices available, instead. The player's at the great DM's table won't notice a difference, tho the DM may be a bit relieved. About the only ones left out are those who just pick OP options on a whim and are happy to be OP. Balance facilitates that. Balanced choices give each player a better chance of playing what they want, without overshadowing others or under-contributing. Balance doesn't always fail by presenting meaningful but non-viable 'trap choices' or overpowered choices. It can also fail by offering meaningless choices. "Are you a member of the Wizards of the Aubergine Order or the Purple Sages of the Royal Palace?" What's the difference? " The color of your robe..." [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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