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*TTRPGs General
The Question of Balance
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<blockquote data-quote="JohnSnow" data-source="post: 3059959" data-attributes="member: 32164"><p>I think it basically comes down to the following.</p><p></p><p>WotC products are, theoretically at least, semi-official. As such, Wizards usually tries to playtest new elements they come up with alongside other elements they've introduced.</p><p></p><p>So you won't get something horribly unbalanced by using a class from <em>Complete Adventurer</em> alongside a feat from <em>Complete Arcane.</em> Both supplements are, of course, tested for "balance" alongside the Core Rules.</p><p></p><p>Third-party supplements are usually NOT considered by WotC when they introduce a new product. Wizards' playtesters may miss some odd combinations in their own stuff, but they're not even paying attention to a feat introduced in a Malhavoc product. That doesn't mean Malhavoc doesn't test it against <em>what's available when the product comes out</em>, but it does mean their stuff probably isn't considered when WotC introduces something new later on.</p><p></p><p>That means that if you stick to WotC products, it's at least possible a certain element was considered in playtesting. A third-party product probably wasn't. Since WotC products are more available, many people duck the issue by choosing to ignore 3rd-party publishers.</p><p></p><p>I find that the products fall into the following categories:</p><p></p><p>Core Rules (PHB and DMG)</p><p>Supplemental Rules (Setting specific stuff, supplemental magic rules, psionics, etc.)</p><p>Expert/Advanced Rules (Class Books, Race Books, Savage Species, PHB II, and similar)</p><p>Mature Gamers Only (<em>Epic Level Handbook, Book of Vile Darkness, Book of Exalted Deeds, Unearthed Arcana, Arcana Unearthed/Evolved,</em> and <em>Iron Heroes</em>)</p><p></p><p>Anytime you start monkeying with fundamental principles of the core rules, like the magic system, the acquisition rate of feats, or any of the bizarre variants in <em>Unearthed Arcana</em> (like Gestalt characters, recharge magic, spell points, or what have you), you run the risk of messing with the balance. Stuff like the <em>Advanced Player's Guide, True Sorcery</em>, and certain settings (like <em>Midnight</em> and <em>Black Company</em>) also falls into the last category.</p><p></p><p>Third Edition D&D is a lot more robust than people think and will bend a lot before it breaks. But the more variants you use and additions you make, the greater the risk of something getting wonky. A good DM should just disallow any combination that upsets his game.</p><p></p><p>If you have reasonable players, the best idea is to admit something provisionally and see how it works in play. But reserve judgement and level with your player if you feel it's upsetting things. If it isn't, leave it in, but if it is, take it out. Some things read stronger than they play (like the Mystic Theurge), and others read fine, but can be abused horribly.</p><p></p><p>My two cents.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3059959, member: 32164"] I think it basically comes down to the following. WotC products are, theoretically at least, semi-official. As such, Wizards usually tries to playtest new elements they come up with alongside other elements they've introduced. So you won't get something horribly unbalanced by using a class from [i]Complete Adventurer[/i] alongside a feat from [i]Complete Arcane.[/i] Both supplements are, of course, tested for "balance" alongside the Core Rules. Third-party supplements are usually NOT considered by WotC when they introduce a new product. Wizards' playtesters may miss some odd combinations in their own stuff, but they're not even paying attention to a feat introduced in a Malhavoc product. That doesn't mean Malhavoc doesn't test it against [i]what's available when the product comes out[/i], but it does mean their stuff probably isn't considered when WotC introduces something new later on. That means that if you stick to WotC products, it's at least possible a certain element was considered in playtesting. A third-party product probably wasn't. Since WotC products are more available, many people duck the issue by choosing to ignore 3rd-party publishers. I find that the products fall into the following categories: Core Rules (PHB and DMG) Supplemental Rules (Setting specific stuff, supplemental magic rules, psionics, etc.) Expert/Advanced Rules (Class Books, Race Books, Savage Species, PHB II, and similar) Mature Gamers Only ([i]Epic Level Handbook, Book of Vile Darkness, Book of Exalted Deeds, Unearthed Arcana, Arcana Unearthed/Evolved,[/i] and [i]Iron Heroes[/i]) Anytime you start monkeying with fundamental principles of the core rules, like the magic system, the acquisition rate of feats, or any of the bizarre variants in [i]Unearthed Arcana[/i] (like Gestalt characters, recharge magic, spell points, or what have you), you run the risk of messing with the balance. Stuff like the [i]Advanced Player's Guide, True Sorcery[/i], and certain settings (like [i]Midnight[/i] and [i]Black Company[/i]) also falls into the last category. Third Edition D&D is a lot more robust than people think and will bend a lot before it breaks. But the more variants you use and additions you make, the greater the risk of something getting wonky. A good DM should just disallow any combination that upsets his game. If you have reasonable players, the best idea is to admit something provisionally and see how it works in play. But reserve judgement and level with your player if you feel it's upsetting things. If it isn't, leave it in, but if it is, take it out. Some things read stronger than they play (like the Mystic Theurge), and others read fine, but can be abused horribly. My two cents. [/QUOTE]
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