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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="Hussar" data-source="post: 4656433" data-attributes="member: 22779"><p>Whereas me, we played Vampire: TM for about four or five sessions, realized how ridiculously easy it was to break the system (this was the first edition of Vampire) and dropped it like the bad egg that it was. Sorry, the chargen system in Vampire is a poster child for what I'm talking about.</p><p></p><p>Taking as high a generation score (I believe that was the term) was just so much better a strategy than anything else you could possibly do that it wasn't funny. So, suddenly, we're all eigth gen vampires running around who can obliterate 99% of anything we face.</p><p></p><p>And, guess what? In Vampire violence solves SO many problems. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Imaro and others, I'm sorry, but I find it extremely difficult to believe that you've never seen this sort of behaviour. That players will take the superior choice is pretty much a given. To do anything else is deliberately handicapping yourself and I've very, very rarely seen anyone do that.</p><p></p><p>How many D&D players turn to the DM and say, "Oh sorry, I rolled too well on this character, let me do that again to get lower scores."? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>I guess this is just yet another example of agreeing to disagree. Balanced systems, IMO, lead to more creativity on the part of the players. Because you don't have obviously better choices, it's up to the player to make their character memorable and unique. Having choices that are clearly superior simply results in everyone making the exact same choices.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4656433, member: 22779"] Whereas me, we played Vampire: TM for about four or five sessions, realized how ridiculously easy it was to break the system (this was the first edition of Vampire) and dropped it like the bad egg that it was. Sorry, the chargen system in Vampire is a poster child for what I'm talking about. Taking as high a generation score (I believe that was the term) was just so much better a strategy than anything else you could possibly do that it wasn't funny. So, suddenly, we're all eigth gen vampires running around who can obliterate 99% of anything we face. And, guess what? In Vampire violence solves SO many problems. :) Imaro and others, I'm sorry, but I find it extremely difficult to believe that you've never seen this sort of behaviour. That players will take the superior choice is pretty much a given. To do anything else is deliberately handicapping yourself and I've very, very rarely seen anyone do that. How many D&D players turn to the DM and say, "Oh sorry, I rolled too well on this character, let me do that again to get lower scores."? :confused: I guess this is just yet another example of agreeing to disagree. Balanced systems, IMO, lead to more creativity on the part of the players. Because you don't have obviously better choices, it's up to the player to make their character memorable and unique. Having choices that are clearly superior simply results in everyone making the exact same choices. [/QUOTE]
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