Imaro said:
You do know what "viable" actually means right? Here let me help...
feasible: capable of being done with means at hand and circumstances as they are
So your players are wrong, regardless of what they "buy" since nothing stops them from using aid another...does it? What I think you meant to say was we didn't like aid another, not that it wasn't viable.
No, I meant viable - as in useful in the situation. In that it's an option that will actually help to acheive the goal. For most of the time, we don't feel that it's a viable option, any more than "ready an action to counter spell" against the spell caster is a viable option. It's so far below the level of actually useful that it might as well not exist. Giving someone a +2 to a single attack or skill, except in some very rare corner cases is pointless. Thus, not viable as an option.
AngeltheTechRat said:
I have seen stricter and stricter balance cause problems with my suspension of disbelief and my enjoyment of the game, yes. I joined the thread looking for compromise, not anarchy. Why is this becoming a black and white issue?
What problems? That's a question I don't believe you've answered. The only "problem" I've seen brought up is that somehow (in some way that's never been explained) balance hurts creativity. I've, and other people have, already shown why this is not true. That imbalance actually impedes creativity far more than balance does.
Yes, I believe that in a game, balance is the goal of game design. Even something like Buffy, where you have wildly differing power levels, still balances through the use of Drama Points. Ars Magica balances by trading off roles.
I'm actually drawing a fair blank trying to think of a game published in the last ten years that actively tries to create imbalance between characters without any countervailing rules.
Imaro said:
Again, IMO, Batman is actually a jerk and super "bully" if he has Superman's powers and can't hold himself to a higher standard... at that point the whole "skirting the law because criminals use it to their advantage excuse" becomes whining oh woe is me bull... instead of a necessity to fight evil. I wouldn't want to play that character. Again lack of powers is what makes Batman cool to many.
How is being fantastically rich and able to create any gadget you need at a moments notice a lack of powers?
But, again, that's you. You claim that you would deliberately choose to handicap yourself in the face of mechanics that don't limit you. That's fine. I'm saying that the vast majority of players out there most certainly would not. Because deliberately handicapping yourself is generally seen as a bad idea. So, given the option of playing Superman with Batman's personality (Lobo anyone?) would appeal to a pretty wide audience. In the same way that using 2 weapons in 2e appealed to a very wide number of players. Or exploiting the chargen rules in Vampire to create a 7th gen vampire. On and on and on.
Let me turn it around then. How does imbalance lead to more creativity? Can you give me some concrete examples of how imbalanced rules, ones that are clearly superior to other options, creates a more enjoyable experience?