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General Tabletop Discussion
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The Problem of Balance (and how to get rid of it)
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<blockquote data-quote="Lanefan" data-source="post: 4658525" data-attributes="member: 29398"><p>Something I've found over the long run is that short-term imbalances have a way of evening themselves out as time goes on.</p><p></p><p>I can think of numerous occasions when, for example, one character in a given party was way more powerful (in some way(s) or other) than the rest; yet a few adventures down the road, he was dead and the party carried on.</p><p></p><p>Sometimes it grows out of the actual game play. Over-the-top example: let's assume we start out with a party of 6 Fighters, all with exactly equal stats, equipment, etc., and send them into the field. Two die; their gear is split up among the other 4, along with the first adventure's treasury. Then replacements for the two dead guys come in, with (to be fair) the same starting gear as the first lot. Next adventure, the party splits in half for a while; one lot defeat something big and gain lots of ExP, while the others get lost in a maze and miss the excitement. So now you've got 4 different gradations within the party:</p><p>2 have extra gear and extra ExP</p><p>1 has extra gear but less ExP</p><p>1 has less gear but extra ExP</p><p>2 have less gear and less ExP</p><p>Now, spin this out over 6 adventures (meaning 6 treasury divisions) and several levels (maybe including some lost levels) and yes indeed, imbalance is rearing its ugly head, folks!</p><p></p><p>In the right party (i.e. a non-greedy one; a very rare thing) the gear inequalities can solve themselves, but the level inequalities can't be solved without introducing what is - to me - a much greater threat: the character who earns ExP by Doing Nothing.</p><p></p><p>Imbalance is a fact of life, no matter what the system does. <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4658525, member: 29398"] Something I've found over the long run is that short-term imbalances have a way of evening themselves out as time goes on. I can think of numerous occasions when, for example, one character in a given party was way more powerful (in some way(s) or other) than the rest; yet a few adventures down the road, he was dead and the party carried on. Sometimes it grows out of the actual game play. Over-the-top example: let's assume we start out with a party of 6 Fighters, all with exactly equal stats, equipment, etc., and send them into the field. Two die; their gear is split up among the other 4, along with the first adventure's treasury. Then replacements for the two dead guys come in, with (to be fair) the same starting gear as the first lot. Next adventure, the party splits in half for a while; one lot defeat something big and gain lots of ExP, while the others get lost in a maze and miss the excitement. So now you've got 4 different gradations within the party: 2 have extra gear and extra ExP 1 has extra gear but less ExP 1 has less gear but extra ExP 2 have less gear and less ExP Now, spin this out over 6 adventures (meaning 6 treasury divisions) and several levels (maybe including some lost levels) and yes indeed, imbalance is rearing its ugly head, folks! In the right party (i.e. a non-greedy one; a very rare thing) the gear inequalities can solve themselves, but the level inequalities can't be solved without introducing what is - to me - a much greater threat: the character who earns ExP by Doing Nothing. Imbalance is a fact of life, no matter what the system does. :) Lanefan [/QUOTE]
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