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What does balance mean to you?
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<blockquote data-quote="shoak1" data-source="post: 7156649" data-attributes="member: 54380"><p>Excellent thread. </p><p></p><p></p><p></p><p> Let me begin by saying I chafe at the idea (oft repeated in these forums as if it's gospel) that D and D is just a roleplaying game. It is equal parts miniatures/strategy/rpg to me - historically different editions have put different emphasis on each element. My group consists of gamers, not roleplayers - so balance is crucial to us and defines the game.</p><p></p><p></p><p>Balance to me means the world is a dangerous place and if you are gonna go out there and adventure, you may die - so be on top of your game. Balance means lots of choices that are not clear-cut. Balance means a pre-created environment that is challenging and not subject to arbitrary change by an omnipotent DM.</p><p></p><p> </p><p>In all three ways - campaign level in the sense of a ticking clock that regulates the rests while giving the players choices of when to use these limited resources - adventuring day level in that I balance the encounters based on a full day - and encounter level in terms of making sure that each encounter provides a wealth of challenges.</p><p></p><p></p><p>Clear cut universally chosen options.</p><p></p><p></p><p> n/a balance is a necessity</p><p></p><p> </p><p> I don't fix it. But because I have all encounters predesigned, I can balance them relatively easily so this rarely happens. My players would hate the idea of me using my DM wand to retroactively balance an encounter.</p><p></p><p> </p><p>"OMG we soooooo almost died there" is my desired outcome - I want to see the players win, but know they won because they played well.</p></blockquote><p></p>
[QUOTE="shoak1, post: 7156649, member: 54380"] Excellent thread. Let me begin by saying I chafe at the idea (oft repeated in these forums as if it's gospel) that D and D is just a roleplaying game. It is equal parts miniatures/strategy/rpg to me - historically different editions have put different emphasis on each element. My group consists of gamers, not roleplayers - so balance is crucial to us and defines the game. Balance to me means the world is a dangerous place and if you are gonna go out there and adventure, you may die - so be on top of your game. Balance means lots of choices that are not clear-cut. Balance means a pre-created environment that is challenging and not subject to arbitrary change by an omnipotent DM. In all three ways - campaign level in the sense of a ticking clock that regulates the rests while giving the players choices of when to use these limited resources - adventuring day level in that I balance the encounters based on a full day - and encounter level in terms of making sure that each encounter provides a wealth of challenges. Clear cut universally chosen options. n/a balance is a necessity I don't fix it. But because I have all encounters predesigned, I can balance them relatively easily so this rarely happens. My players would hate the idea of me using my DM wand to retroactively balance an encounter. "OMG we soooooo almost died there" is my desired outcome - I want to see the players win, but know they won because they played well. [/QUOTE]
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