The Problem of Balance (and how to get rid of it)

As other posters have pointed out, lack of balance STIFLES creativity because it creates character build options that, because they are subpar, will almost never be taken.

I disagree with the above because I have found in practice, that the quest for balance in all things reduces the difference between options, making them the same things with different names. The Beast Master was a good example earlier, but there's an even more obvious one: racial attributes. I find it absurd that no-one has any penalties to any racial abilities and that no-one gets more than +2. Minotaurs are slightly stronger than halflings and no larger than elves. In fact normal distribution means that a lot of halflings will be stronger than a lot of Minotaurs. The distinction between options has been lost for the sake of "balance." That no-one can actually have a low stat because it would lead to a lack of balance is another issue. Attributes don't seem to have much distinction of meaning either. Someone who is extremely learned and a scholar (high Int) becomes a nimble-footed dancer when it comes to ducking sword blades due to it adding to AC. The 4e designers had this notion that weakness wasn't fun, and therefore had to be eliminated. Smearing away everyone's areas of weakness to the same baseline strength is another component of achieving balance which I think has cost something.

Basically, I think the 4e designers came at the game with the dogma that players wouldn't find it fun if their character wasn't exactly as good as everyone else's character in any given circumstances. So in addition to everyone being carefully pegged at the same level in combat (which I don't have much of a problem with - I think the idea of roles contributes quite a lot), you get things like how you can use almost any skill to achieve the same result. Need to sneak out of the town but don't have Stealth? Use Religion to know that the guard will close her eyes and pray to Pelor for two minutes at sunrise.

Whilst there are players who do get upset if their character is weaker than another player's, these are often the same players who get their kicks out of being good at something, but there's less opportunity for that if everyone is carefully kept equal. But that's a minor point, I think a lot of players are actually pretty tolerant of a little disparity, else many games, including previous editions of D&D, wouldn't have survived. Besides, disparity doesn't have to mean unequal. Look at Shadowrun 4e. It's a game filled with disparity of ability between players. But it works extremely well because the Street Samurai who shines so brightly in shooting down the security guards, bloody well knows that she needs the charismatic "face" to negotiate with their employer or the hacker to keep the guards from calling up reinforcements. I had a Shadowrun game recently where almost everyone had a pretty combat-focused character. None of them were any good at negotiation and they kept working for peanuts because of it. Then a character who wasn't much good at many things, but was half-decent at talking joined and despite being grossly underpowered compared to the rest, was adored by his team-mates. And everyone had fun despite power-levels being all over the place.

"Bah!" to balance, I say. At least where it interferes with my groups belief in the world.
 

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Yet the effects for each of you can be different and don't have to be balanced (though they can if that's your choice). If badass is a god of war who slaughters by the thousands and you are a missionary who converts one soul at a time... you're mechanically not balanced as far as effect, but in a narrative game it doesn't matter as long as you both are able to tell the story you want to.

He's a badass god of war who slaughters by the thousands. She's a missionary who converts one soul at a time. Together, they fight crime!

I think I agree.

What happens when these two come to a conflict? They should have the same chance of success.
 

Wow, what a doozy I started. There is way too much to touch on and I just enjoyed skimming the ride, but a few points stuck out for me:

Another way of doing this would be to balance out the characters in other ways. Perhaps give the weaker Hobbit Thief the Luck of the Underdog or something else to help him survive the world and still participate. It would still be balanced but they would be different and the flavour would be retained.

This is a terrific idea and exactly what I was getting at. Most of the other posters took it into a place that I wasn't going for (nothing wrong with that). But this really addresses the example I cited: a Tolkienian elf wizard vs. a hobbit rogue--how can they possibly be balanced while still retaining their essential characteristics? Byronic addressed this quite well, for certainly Frodo et al had a Special Something that all the great elf lords and dwarvish warriors and human rangers didn't have, an "X factor" if you will.

To me game balance means exactly what it says, a balance for the entire game. Starting in 3E, and even more so in 4E game balance has been replaced with turn based combat balance.

Yes, excellent point.

Equality doesn't always balance on the same levels. Using GURPS as an example, lets talk about equality. If the GM starts his or her campaign using 100 point PC's then every player will start the game "equal". This equality has little to do with game balance. One character could be an optimized fighter and other a tech geek with amazing skills. If these characters fought each other the combat wouldn't be balanced at all. Unless a miracle happened the fighter would wipe the floor with the tech geek who was equal to him in points. Overall combat balance isn't addressed by the rules but game balance is.

Right. And in a GURPS game a tech geek could have a more crucial role than, say, a scholar in D&D. Let's face it, D&D--perhaps especially 4e--has a very specific flavor. It is "magnificient seven adventuring fantasy." Meaning, it is based on the assumption that the game involves a group of similar-but-different characters going on adventures, fighting monsters, and seeking treasure. I am curious if people have found it adequate for others styles of fantasy. One of my big beefs with the rules as written is that it cannot accomodate the classic "off-the-farm" epic fantasy; there are no zero-level characters, everyone starts out rather heroic. Again, I like this kind of play but it is rather specific. The Dungeons & Dragons game is NOT the Any Kind of Fantasy You Want Game.

This wasn't even really the case in 3e, where you had the OGL which allowed for all types of d20 games. This may be why some say 4e is more "old school" than 3e.

That depends on what you're objective is... One choice might be best to kill a monster, another to capture it, another to snatch the glass orb in it's hand before it shatters... and so on, and yet all of these options don't have to be balanced against each other.

Yes, exactly--and this relates to what Explorer Wizard said in the quote above. 4e is so focused around combat (for better or worse) that the only way to balance classes is to make them equally good at killing things. I'm wondering how they're going to fit the bard into this! (Killing Song? Banshee Wail? Twanging String of Doom?)

What some people seem to forget is that balance is a pure game mechanic creation and as such only exists for the PCs and not for the NPCs. That is to say two PCs of equal level but of different races and classes are equally fun to play and make equal contributions to the game. That's what balance is to me. Why would that be a bad thing?

That's a very good point. But again, it seems to put the cart before the horse, or game balance before diversity of imagination. What I mean by this is that it seems that 4e was designed with the idea that everything must be balanced above and beyond any other consideration. This is enormously restrictive and why, I think, many folks complain that the classes aren't different enough...in other words, there is a kind of homogeneity that has occured.

I used Talislanta as an example of a game that totally eschews balance. You have archetypes that combine the game's dozens, if not hundreds, of races with culturally relevant professions. But the races are extremely varied, from muscle bound ogre-like creatures to wispy fairies to obese nobles to crystalline ice warriors. There is no way to balance all of that, at least in terms of combat. So Talislanta, which values its diversity of imagination above anything else, pulls the cart of game mechanics after it.

I know, I know: different strokes for different folks. It is the ultimate equalizing (ahem, balancing) tactic used among the children of postmodernism, which includes the majority of RPGers. I am not saying how any one should or should not have fun. But I think you really come up with a different creature when you put imagination before mechanics or mechanics before imagination. Now in a sense D&D doesn't break this cardinal rule in that its core imaginative structure is the dungeoncrawl, this the mechanics are meant to--and quite adequately--serve that. But it just limits non-dungeoncrawl types of fantasy.

I find it absurd that no-one has any penalties to any racial abilities and that no-one gets more than +2. Minotaurs are slightly stronger than halflings and no larger than elves. In fact normal distribution means that a lot of halflings will be stronger than a lot of Minotaurs. The distinction between options has been lost for the sake of "balance." That no-one can actually have a low stat because it would lead to a lack of balance is another issue.

I agree wholeheartedly, or at least the simulationist in me agrees; the gamist says "phaw! if it ain't broke, don't fix it."

Attributes don't seem to have much distinction of meaning either. Someone who is extremely learned and a scholar (high Int) becomes a nimble-footed dancer when it comes to ducking sword blades due to it adding to AC. The 4e designers had this notion that weakness wasn't fun, and therefore had to be eliminated. Smearing away everyone's areas of weakness to the same baseline strength is another component of achieving balance which I think has cost something.

Basically, I think the 4e designers came at the game with the dogma that players wouldn't find it fun if their character wasn't exactly as good as everyone else's character in any given circumstances. So in addition to everyone being carefully pegged at the same level in combat (which I don't have much of a problem with - I think the idea of roles contributes quite a lot), you get things like how you can use almost any skill to achieve the same result. Need to sneak out of the town but don't have Stealth? Use Religion to know that the guard will close her eyes and pray to Pelor for two minutes at sunrise.

I actually kind of like this, though, because it allows a certain kind of creative thinking on the part of the players, who won't as easily run up against the wall of "you can't do that in these rules."

(Standard disclaimer: I like and play 4e; I just find myself bumping up some pretty big limitations)
 

This is a terrific idea and exactly what I was getting at.

---snip---
Then perhaps you might like such systems as Cinematic Unisystem (as used in the 'Buffy the Vampire Slayer' RPG books, f'rex). Drama Points is what they called such a thing, IIRC, and less powerful PCs, well, pretty much get more of them. That's how I remember it, anyway.
 

I'm coming in a little late, so some of what I have to say has probably already been said. If so, count it as "I agree with you, Mr. Poster!"

That said, there are two main issues when it comes to balance in D&D:

1) D&D is a game, but it is a game unlike most traditional games (of course this goes for most RPGs, but we're talking D&D here). Game balance is an important design consideration for most traditional games because they tend toward the competitive-- you're trying to own the most property or win the hand or reduce your opponent's life to 0. Without balance in the game design, these competitions can quickly become absurd exercises in "gaming the system", finding the right rules or options and running over the competition. if balance is preserved in the design, however, the competition is between the players and their play-skill. This makes those kinds of traditional games more fun, not only because they are fair but because one can learn and get better. D&D, by contrast, is primarily cooperative. Sometimes it is a cooperative narrative, sometimes it is a cooperative simulation and sometimes it is a cooperative exercise to Killing Things and Takings It's Stuff.Outside of arena combat "PvP" (which, admittedly, is a whole lot of fun) D&D doesn't lend itself well toward competitive play. The players, generally, are not in competition with the DM even -- that's a lost cause because, really, it is no contest (on the whole; in any given encounter there might be competition and it might even be a "fair" one, maybe). So player-player balance isn't important in the same way it is important in Monopoly, Poker or Magic.

Where "balance" can be important, though, is in enjoyment and engagement, which leads me to:

2) The idea of balance between players and/or PCs, as it relates to D&D, is highly dependent upon playstyle and preferences. Obviously, these vary wildly between and even within groups. however, if we look at various editions of D&D and what amounts to "balance" in them, we can start to see where the basic unit of play or "fun" becomes a key component of any given editions attempts at balance.

4E and late 3.5 identify the basic unit of play as the encounter and it shows in the nature of those editions' balance in game design. PCs, it follows, must be balanced in any given encounter for there to be a balance of enjoyment and engagement. This was, I think, an emergent aspect of 3.5 through its life cycle and very much an intentional element of 4E. So while the PCs in 4E don't need to be the same or even have the same options available to them, they must have the same ability to impact the encounter (power level) and range of options.

3.0, by contrast, seems to have made the individual adventure the basic unit of play. Character classes varied more in their ability to impact any given encounter, but if the DM followed the adventure construction guidelines, every PC had the same ability to impact the outcome of an adventure. This led to "spotlight" scenes (or, to be more negative about it, "sit around and twiddle while the rogue disarms traps, the wizard deals with magical challenges and/or the fighter types whack the ogres") and in so doing opened the door for "weak" characters to adventure with "powerful" ones. This kind of balance is, I think, precarious simply because it requires a great deal of attention by the DM to construct adventures in which every character had the potential for equal contribution. More importantly, it made adventure design very difficult: with so many possible "builds" for any given class, and so many possible party compositions with those builds, professional adventure designers could never pre-design an adventure that engaged every player in every group. This had the twin effect of promoting "lowest common denominator" adventure design (not as a disparage, but just generally sticking to the mainstream party composition) which I think is what led directly to the 4E "balance" philosophy, and it made DM prep even with published adventures a chore, as DM's still had to ensure their PCs would all be equally valid in the adventure -- which is arguably more work than just creating an adventure from scratch.

AD&D is different yet, with the campaign serving as the basic unit of play and fun. Each character class goes through an arc of "value", each differently, and contributes, or not, not just in certain scenes of an adventure but through whole chunks of the level progression. We see it most distinctly in the Magic-User, whose contributions (mechanically, anyway) are severely limited throughout the early levels and then "hockey stick" up through the mid levels and into the high. Conversely, the fighter and cleric contribute a lot in the low and mid levels but later on lose their luster; the fighter because he ends up very dependent on gear and incapable of keeping pace with the wizard, and the cleric because his primary contribution, healing, becomes less and less effective as hit point totals increase. The thief in those days was best off, with the widest "sweet spot" through the mid levels and not "capping out" until after most campaigns had already ended or moved on to non-adventuring activities like castle/temple construction and guild leadership. Inherent in this kind of balance was the need to protect the weak mage so that he could reach the point where he does the protecting.

As to my own preferences, I prefer the AD&D approach in thoery, but as I am no longer a teenager/twenty-something-er who can devote 10 or 20 hours a week to playing, the 3E approach is the one I prefer from a practical perspective. And only this if a given adventure is only a few sessions long (at most) and those sessions happen to follow one another closely (weekly or biweekly for longer periods). The reality is that when you can only play once a month or so for 4 or 5 hours, the 4E approach works best from a time investment to enjoyment relationship (i.e. no one wants to drive an hour or more to sit around an twiddle without ever having spotlight time because the "rogue scene" isn't until next month's game, assuming the group doesn't get sidetracked).

All that having been said, I do believe that a good portion of engagment and enjoyment to be gotten from D&D comes from the social aspect, particularly if you play with good friends. It's fun to watch Bob shine talking to the king because he's such a ham; it's awesome watching Sue tear through the opposition because she's a mad tactical genius with just a touch of power gamer in her. So, sometimes, if I come to play and not end up being able to do a whole lot, I still come away feeling satisfied (i.e. there wasn't really a better way i could have been spending that Saturday) because I enjoyed the game despite or inspite of my lack of "equal contribution".
 

I know, I know: different strokes for different folks. It is the ultimate equalizing (ahem, balancing) tactic used among the children of postmodernism, which includes the majority of RPGers. I am not saying how any one should or should not have fun. But I think you really come up with a different creature when you put imagination before mechanics or mechanics before imagination. Now in a sense D&D doesn't break this cardinal rule in that its core imaginative structure is the dungeoncrawl, this the mechanics are meant to--and quite adequately--serve that. But it just limits non-dungeoncrawl types of fantasy.
I sort of have to wonder if you want imagination so much why bother with a game system at all? I've had plenty of good experiences writing collaborative stories (what RPGs claim they are) online with no mechanical rules whatsoever and it works great. The point at which I want mechanical rules is when I don't want to be using so much imagination. So why do you still want rules if imagination is the most important part?
 



So you're saying you don't trust people to be mature about accepting an outcome that's good for the story as a whole?
Hm. Let me think about that one, eh? :lol:

If that's what I'm saying, it's also what many RPG designers/writers etc. have said, and continue to say.* As you might have surmised, upon reading the very post you responded to in such. . . curious fashion. :D

* And, y'know? Doesn't strike me as likely. ;)
 

He's a badass god of war who slaughters by the thousands. She's a missionary who converts one soul at a time. Together, they fight crime!

I think I agree.

What happens when these two come to a conflict? They should have the same chance of success.

As long as said action wasn't a violation of their narrative tropes and advances the story, I think they would have an equal chance of success in an action. The imbalance comes in how much freedom their concept, tropes, etc. allow them in the widest range of situations. But this imbalance shouldn't matter, IMO, because you're getting to play both the game and character you want.
 

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