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General Tabletop Discussion
*TTRPGs General
The Problem of Balance (and how to get rid of it)
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<blockquote data-quote="Imaro" data-source="post: 4655223" data-attributes="member: 48965"><p>Yet you continue to avoid the question of tactical combat, why? Isn't this the same principle? Balance doesn't help this as it really boils down to creativity and imagination. You can, through bad or good combat design, make a characters powers shine majority of the time or less relevant than other players powers, or barely relevant at all. What about the players who can't or won't be able to learn to create good combat encounters. IMO, it really boils down to the DM</p><p></p><p></p><p></p><p>What backup? Limitation of choices for your own good? Eh, I'll pass I can make my own choices thank you very much. See it's all about preferences.</p><p></p><p></p><p></p><p>No, having multiple options has nothing to do with balance. A game where you can attack, or run with a 50% chance for everyone to do either is balanced... but it doesn't have many options. In fact I would argue that the more options introduced, the less balance can be achieved, since it causes the amount of inherent possibilities for which the foundation of said balance can not account for to rise. As far as it being beyond some DM's... how do these DM's cope with again, the rogue in 4e having twice as many skills as the fighter... so the DM/GM has to create situations in which both of their abilities are useful... or you end up with the Rogue getting more screen time. In the end it really is about the DM/GM not about the balance or mechanics.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4655223, member: 48965"] Yet you continue to avoid the question of tactical combat, why? Isn't this the same principle? Balance doesn't help this as it really boils down to creativity and imagination. You can, through bad or good combat design, make a characters powers shine majority of the time or less relevant than other players powers, or barely relevant at all. What about the players who can't or won't be able to learn to create good combat encounters. IMO, it really boils down to the DM What backup? Limitation of choices for your own good? Eh, I'll pass I can make my own choices thank you very much. See it's all about preferences. No, having multiple options has nothing to do with balance. A game where you can attack, or run with a 50% chance for everyone to do either is balanced... but it doesn't have many options. In fact I would argue that the more options introduced, the less balance can be achieved, since it causes the amount of inherent possibilities for which the foundation of said balance can not account for to rise. As far as it being beyond some DM's... how do these DM's cope with again, the rogue in 4e having twice as many skills as the fighter... so the DM/GM has to create situations in which both of their abilities are useful... or you end up with the Rogue getting more screen time. In the end it really is about the DM/GM not about the balance or mechanics. [/QUOTE]
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