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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: 4656751" data-attributes="member: 48965"><p>How is this any different from... </p><p></p><p>Team controller focus on the minions!</p><p>Team striker focus on guy with lotsa hp's!</p><p></p><p>Wait, you two might as well be fighting in separate battles. Right? Or better yet if only it weren't for that pesky brute distracting the Striker... he could help the controller dispatch those weak minions.</p><p></p><p>Also did you miss the example with the Joker? That's something either one of them could handle either way... but tactically and narratively it makes sense for Superman to handle the traps while Batman fights Joker.</p><p></p><p>I mean first it's a limited group with just two (Batman and Superman) so of course there's not alot of synchronization and interaction in combat... but with more heroes there would be. Second there are always opportunities for a creative GM to switch it up... Superman loosing his powers or being weakened by something, Batman using some alien technology he understands to do certain things... etc. </p><p></p><p> In the end I think a certain mindset of GM and players don't understand the fact that for some people playing characters like Batman, Wolverine, Jimmy the Hand, Arutha, Arthur are more enjoyable, interesting and more fun than... Magneto, Superman, Milamber/Pug, Lancelot, or whomever is the most powerful. For them the fact that these characters are "weaker" yet are just as much heroes or world shakers in a different way is "fun" for them. Now these people wouldn't mind having the balance if it didn't come with the homogenizing, cutting out, or ignoring of all things that don't fit this parameter of "balance". They would honestly rather be able to sacrifice some of their combat ability in order to be that much better at something else... and are dissatisfied with a system that smacks their hand and tells them don't do that "for their own good" when they try. Or even worse makes it so that they can barely differentiate their character in regards to most things from another character. again it is a preference thing... not an objective thing as far as roleplaying games are concerned.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4656751, member: 48965"] How is this any different from... Team controller focus on the minions! Team striker focus on guy with lotsa hp's! Wait, you two might as well be fighting in separate battles. Right? Or better yet if only it weren't for that pesky brute distracting the Striker... he could help the controller dispatch those weak minions. Also did you miss the example with the Joker? That's something either one of them could handle either way... but tactically and narratively it makes sense for Superman to handle the traps while Batman fights Joker. I mean first it's a limited group with just two (Batman and Superman) so of course there's not alot of synchronization and interaction in combat... but with more heroes there would be. Second there are always opportunities for a creative GM to switch it up... Superman loosing his powers or being weakened by something, Batman using some alien technology he understands to do certain things... etc. In the end I think a certain mindset of GM and players don't understand the fact that for some people playing characters like Batman, Wolverine, Jimmy the Hand, Arutha, Arthur are more enjoyable, interesting and more fun than... Magneto, Superman, Milamber/Pug, Lancelot, or whomever is the most powerful. For them the fact that these characters are "weaker" yet are just as much heroes or world shakers in a different way is "fun" for them. Now these people wouldn't mind having the balance if it didn't come with the homogenizing, cutting out, or ignoring of all things that don't fit this parameter of "balance". They would honestly rather be able to sacrifice some of their combat ability in order to be that much better at something else... and are dissatisfied with a system that smacks their hand and tells them don't do that "for their own good" when they try. Or even worse makes it so that they can barely differentiate their character in regards to most things from another character. again it is a preference thing... not an objective thing as far as roleplaying games are concerned. [/QUOTE]
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