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Community
General Tabletop Discussion
*Dungeons & Dragons
The Importance of Verisimilitude (or "Why you don't need realism to keep it real")
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<blockquote data-quote="Tony Vargas" data-source="post: 9151100" data-attributes="member: 996"><p>It's the choice that is equally weighted. What do you have to do to play a fighter in 5e vs a wizard. Just pick one. The choices are equally weighted. Now, if D&D were a build system, where you got 99 points to spend on your stats, background, race, and class, and fighter cost 10 points and wizard 29, they would be differently-weighted choices.</p><p></p><p>Since D&D classes are equally weighted choices, the fact they sort into starkly different 'Tiers' is evidence the game is badly imbalanced.</p><p></p><p></p><p>Not at all. Genres and campaigns have scope, tropes and themes. The range of possible scenarios may be huge, if you consider them in enough detail, but they fall into the scope of the game - fighting 6 goblins a 20x25 room is different from fighting 7 goblins in 35x20 room, but they're both combats. The game, itself, also provides parameters in what it chooses to model, and how, and what it chooses to simplify, gloss over, or kick to the DM to fake in the moment.</p><p></p><p>The three pillars contextualize what happens a game like D&D well enough to determine how abilities compare in a range of situations, for instance.</p><p></p><p>A game that tries to equally-weight choices that are useful only in radically different situations is going to be badly balanced across, say, a whole campaign. The way, for instance, that fighters receive Extra Attack as a major portion of their effectiveness, useful only in one pillar, while spells are at least as useful in combat, and also in the other two pillars is another solid example of bad balance.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9151100, member: 996"] It's the choice that is equally weighted. What do you have to do to play a fighter in 5e vs a wizard. Just pick one. The choices are equally weighted. Now, if D&D were a build system, where you got 99 points to spend on your stats, background, race, and class, and fighter cost 10 points and wizard 29, they would be differently-weighted choices. Since D&D classes are equally weighted choices, the fact they sort into starkly different 'Tiers' is evidence the game is badly imbalanced. Not at all. Genres and campaigns have scope, tropes and themes. The range of possible scenarios may be huge, if you consider them in enough detail, but they fall into the scope of the game - fighting 6 goblins a 20x25 room is different from fighting 7 goblins in 35x20 room, but they're both combats. The game, itself, also provides parameters in what it chooses to model, and how, and what it chooses to simplify, gloss over, or kick to the DM to fake in the moment. The three pillars contextualize what happens a game like D&D well enough to determine how abilities compare in a range of situations, for instance. A game that tries to equally-weight choices that are useful only in radically different situations is going to be badly balanced across, say, a whole campaign. The way, for instance, that fighters receive Extra Attack as a major portion of their effectiveness, useful only in one pillar, while spells are at least as useful in combat, and also in the other two pillars is another solid example of bad balance. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
The Importance of Verisimilitude (or "Why you don't need realism to keep it real")
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