The issue I've always had with "balance over time", or "face time" balance is that if spotlight time is important to you, then it limits the activities and classes people can play.
For example, you have one character in a party of four who is focused on say, thieving and sucks at all else. In order to share spotlight time equitably you need to ensure that 1/4 of your time is spent on theiving focused activities. Unless you are an excellent DM then this may well limit the situations that the party can be put in.
Or for "balance over time", what if the Fighter is killed at level 8 (or whereever you think casters start pulling ahead) and the player wants to start a wizard? Or even worse, the Wizard gets killed at level 8 and wants to play a fighter?
Balancing at the level of the session or encounter avoids these problems.
I'm not 100% sure people think that. People say it, but if they really mean it that would mean that there are people out there who not only like playing a character that they know for a fact isn't very good,
[*] but that they appreciate their character's failings and growing obsolescence over time.
My definition is meant to include all option choices, not just class choice.That's isn't achievable unless the classes are mechanically identical, which means only one class.
And that's part of what I mean: no option presented when compared to a similar option, i.e. an option that is supposed to perform the same or nearly the same function, should be a better or worse choice. When presented with two classes whose fucntion is tank frontline fighters one of them shouldn't be better at that than the other.A better definition is, "no class is such a 'super class' that it obviates the need for classes outside its category (ie: MU, Divine, Warrior, Rogue).
Wouldn't making sure that their options aren't subject to unclear bad choices help support that?I can't really accept your definition of balance, so I'll answer relative to my own notion of balance, which is pretty simple: everyone at the table must feel effective.
How? Can you elaborate? I don't understand what information is supposed to be conveyed by this response.What do we do without balance?
Have fun!![]()
How? Can you elaborate? I don't understand what information is supposed to be conveyed by this response.
My definition is meant to include all option choices, not just class choice.
Also, 7 years of hardcore MMORPG-playing has caused me to see balance as much more important than it really should be. Messageboards such as ENworld too. Actually, we talked about this last week (in my group), and the main concensus was that the internet (and especially boards like these) were probably the best and the worst thing that happened to our D&D.
I certainly agree with the previous poster who suggests that the net in general, and online multiplayer gaming in particular, might have made some of us hyper-sensitive to balance issues which may not, in the grand scheme of things, matter to many players. It most assuredly applies to me.
I do however think that balanced mechanics (classes, powers, talents, whatever they're called) are hallmarks of good overall design sensibilities, and I doubt there are many professional designers out there who would deliberately write imbalance into a game out of some perceived obligation to the source material, or in the expectation that their player base "would probably be okay with it". I just think the world has moved on from there.
For me, balance in a game ensures that there are no (or few) truly suboptimal choices. In a balanced game, I will contribute and feel useful playing any reasonable type of adventuring character. I will not be penalized (with a less effective character) based on that decision.
For games that rely heavily on their mechanical aspects (like D&D, vis a vis combat abilities), I find balance is pretty darn important. If my character sucks, I will have less fun than the player whose character is really effective.
In the 90's I cut my teeth on games like Rifts that do not have balance between characters. My friends and I have fun together and rarely does the game matter.
Other than the internet, I have never heard of a player not having fun because of class choice.
Did you play things like the scavenger pack rats and academician classes next to glitter boys, Juicers, dragons, and Technowizards?
We played a bunch of Rifts too but the power discrepancies were significant enough and our game so combat centric

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.