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What does balance mean to you?
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<blockquote data-quote="Li Shenron" data-source="post: 7155540" data-attributes="member: 1465"><p>I can summarize in two point. For me the game is balanced when:</p><p></p><p>1- all PCs are considered to be equally good in the bigger picture </p><p></p><p>2- all character options are considered to be well worth being chosen by at least one type of character</p><p></p><p>In somewhat more details...</p><p></p><p>1- Only the bigger picture matters, there is no need for all PCs to be equally good at the same thing, equally good at the same pillar, equally good in all scenes of the story, or take the spotlight an equal number of time per session, to me these are all BS targets that only force game design into directions that ultimately make the game worse. And of course the bigger picture is not measurable... any attempt at measuring balance with numbers yields misery. But that doesn't mean that balance is purely subjective either. It's very tangible at the game table when a PC is too good or too bad compared to the others, and this can easily become a dealbreaker for the players.</p><p></p><p>2- This means that there should not be character material that nobody wants because there is always a better option, there has to be at least one case when a character would want to choose it. At the same time, it also means there shouldn't be options that are too good to feel mandatory for every single character of a certain class.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7155540, member: 1465"] I can summarize in two point. For me the game is balanced when: 1- all PCs are considered to be equally good in the bigger picture 2- all character options are considered to be well worth being chosen by at least one type of character In somewhat more details... 1- Only the bigger picture matters, there is no need for all PCs to be equally good at the same thing, equally good at the same pillar, equally good in all scenes of the story, or take the spotlight an equal number of time per session, to me these are all BS targets that only force game design into directions that ultimately make the game worse. And of course the bigger picture is not measurable... any attempt at measuring balance with numbers yields misery. But that doesn't mean that balance is purely subjective either. It's very tangible at the game table when a PC is too good or too bad compared to the others, and this can easily become a dealbreaker for the players. 2- This means that there should not be character material that nobody wants because there is always a better option, there has to be at least one case when a character would want to choose it. At the same time, it also means there shouldn't be options that are too good to feel mandatory for every single character of a certain class. [/QUOTE]
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