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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="Umbran" data-source="post: 4656759" data-attributes="member: 177"><p>The location matters, because it changes the tactical situation. And if there's a power imbalance in the party, the tactical situation is very important. The PCs would take advantage of any such imbalance in their opponents, so it shoudl also be vice-versa.</p><p></p><p>Let's say we have Superman and Batman on one side, and General Zod and a bunch of goons on the other. The goons are doing Zod's bidding, about to turn Lois Lane into a being of pure kryptonite, or somesuch. </p><p></p><p>The matchup there is easy from the heroes' side - Superman should take on Zod, and Batman should take on the goons. If they are segregated into separate areas, this is simple and clear.</p><p></p><p>However, if they are all in one area, Zod's got another choice. He should, if at all possible, get Supes out of the way for just a moment, during which time he will then plaster Bats, fry him with heat vision, or toss him into orbit or something. </p><p></p><p>Basically, if you don't segregate the fight, the bad guys can and should take advantage of the fact that there are people in the group they can plaster quickly. </p><p></p><p>And woe betide your plan of separate opponents for each if Zod happens to run into Bats first...</p><p></p><p>Now, try to keep up that kind of specialization for an entire campaign - it starts getting pretty darned contrived. This is not a nitpick. It is a serious problem for your plot, adventure, and encounter design, and you seem to be dismissing it out of hand as minutiae. I don't think it is at all a small matter.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4656759, member: 177"] The location matters, because it changes the tactical situation. And if there's a power imbalance in the party, the tactical situation is very important. The PCs would take advantage of any such imbalance in their opponents, so it shoudl also be vice-versa. Let's say we have Superman and Batman on one side, and General Zod and a bunch of goons on the other. The goons are doing Zod's bidding, about to turn Lois Lane into a being of pure kryptonite, or somesuch. The matchup there is easy from the heroes' side - Superman should take on Zod, and Batman should take on the goons. If they are segregated into separate areas, this is simple and clear. However, if they are all in one area, Zod's got another choice. He should, if at all possible, get Supes out of the way for just a moment, during which time he will then plaster Bats, fry him with heat vision, or toss him into orbit or something. Basically, if you don't segregate the fight, the bad guys can and should take advantage of the fact that there are people in the group they can plaster quickly. And woe betide your plan of separate opponents for each if Zod happens to run into Bats first... Now, try to keep up that kind of specialization for an entire campaign - it starts getting pretty darned contrived. This is not a nitpick. It is a serious problem for your plot, adventure, and encounter design, and you seem to be dismissing it out of hand as minutiae. I don't think it is at all a small matter. [/QUOTE]
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The Problem of Balance (and how to get rid of it)
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