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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="ExploderWizard" data-source="post: 5807761" data-attributes="member: 66434"><p>Balance can mean so many things and can be applied to a game so many ways that just throwing the term around as if it only had one meaning doesn't get one anywhere. </p><p> </p><p>What kind of balance are we talking about. Balance as it applies to the overall campaign or balance based purely on one aspect of the game such as round by round combat balance? </p><p> </p><p>The idea of any kind of perfectly numerically balanced rpg with character types that actually feel different in capability and identity is a fantasy.Every new element that gets added to the game will throw the balance off which will require more tweaking and revision which leads to a cyclical never ending revision process, a base system that is never stable, and books that are out of date before leaving the printers. </p><p> </p><p>Actual meaningful game balance always has and always will need to be supplied by the persons who are participating. Different groups have vastly variable types of balance requirements and no prepackaged book can supply one version that will satisfy all. </p><p> </p><p>The underlying balance problem is that no one wants to be the bad guy. No one wants to take charge of the game and hammer it into the perfect vehicle for them. Thats what hobbyists do. Roleplaying games are very personal and are limited only by what the people playing can come up with. Any published ruleset is going to hit the balance mark for some, require some tinkering by others, and just plain not work as a baseline for some. </p><p> </p><p>Rpgs have been like this forever. Find the closest thing to what you want and kick it till it becomes perfect for you. Every once in a while one may stumble upon pure perfection right out of the box. Thats awesome when it happens but it shouldn't be an expectation in this hobby. Expecting that is equal to expecting people to not be different. How boring would that be? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5807761, member: 66434"] Balance can mean so many things and can be applied to a game so many ways that just throwing the term around as if it only had one meaning doesn't get one anywhere. What kind of balance are we talking about. Balance as it applies to the overall campaign or balance based purely on one aspect of the game such as round by round combat balance? The idea of any kind of perfectly numerically balanced rpg with character types that actually feel different in capability and identity is a fantasy.Every new element that gets added to the game will throw the balance off which will require more tweaking and revision which leads to a cyclical never ending revision process, a base system that is never stable, and books that are out of date before leaving the printers. Actual meaningful game balance always has and always will need to be supplied by the persons who are participating. Different groups have vastly variable types of balance requirements and no prepackaged book can supply one version that will satisfy all. The underlying balance problem is that no one wants to be the bad guy. No one wants to take charge of the game and hammer it into the perfect vehicle for them. Thats what hobbyists do. Roleplaying games are very personal and are limited only by what the people playing can come up with. Any published ruleset is going to hit the balance mark for some, require some tinkering by others, and just plain not work as a baseline for some. Rpgs have been like this forever. Find the closest thing to what you want and kick it till it becomes perfect for you. Every once in a while one may stumble upon pure perfection right out of the box. Thats awesome when it happens but it shouldn't be an expectation in this hobby. Expecting that is equal to expecting people to not be different. How boring would that be? ;) [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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