Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
What does balance mean to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GX.Sigma" data-source="post: 7159196" data-attributes="member: 6690511"><p>Neat thread! Guess I better answer the questions: A:</p><p> <img src="http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=413544&type=card" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>But seriously: I looked up the dictionary definition. Balance is "a condition in which different elements are equal or in the correct proportions." This seems about right. </p><p></p><p>In game design (or any art, really), EVERYTHING is a balancing act. There are so many different kinds of balance: aesthetic balance, competitive balance, intraparty balance, difficulty, spotlight, ingame options, character builds, etc. </p><p></p><p></p><p>These days I plan each session as "a game of D&D" in itself, so I guess that puts me on the adventuring day level. </p><p></p><p>When the barbarian deals twice as much damage as the fighter, and takes half as much damage as the fighter (in addition to having more hit points than the fighter to begin with). When one player doesn't feel like they have enough cool things to do as the other players. When one player gets more attention from NPCs than everyone else. etc.</p><p></p><p>Depends on the encounter. Some are speedbumps, some are severe tire damage. I think it's dangerous to "desire" a certain outcome from an encounter. It's also dangerous to think of monster encounters as "combats," but that's a whole other thread.</p><p></p><p>Depends on the problem. If we're talking about intraparty mechanical imbalance, I'll keep an eye on it, and maybe houserule it for the next campaign. </p><p></p><p>I have played in a campaign where the players won 100% of the time, and it was the most boring thing ever. It's a <u>game</u>. I'm supposed to be challenging myself. If I can't lose, what's the point of all these dice and rulebooks?</p><p></p><p>A 50% win rate sounds fair. Of course, it should go without saying that "losing" doesn't mean "everyone dies and the campaign ends." It just means you don't accomplish your goal. If you don't save the prisoners in time--sorry, they're dead, you lose. If you don't stop the bad guy from taking over the town--the bad guy takes over the town, you lose. If the villain escapes with the precious artifact--sorry, they have it now, you lose. </p><p></p><p>Then you continue on from that failure: "OK, the villain stole the evil artifact, took over the town, and killed all the villagers--what are you going to do about it?"</p><p></p><p>(Also, "50% win rate" doesn't mean you should contrive a perfect 50/50 ratio, but that you should design scenarios you think the party has roughly a 50/50 chance to win or lose.)</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7159196, member: 6690511"] Neat thread! Guess I better answer the questions: A: [IMG]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=413544&type=card[/IMG] But seriously: I looked up the dictionary definition. Balance is "a condition in which different elements are equal or in the correct proportions." This seems about right. In game design (or any art, really), EVERYTHING is a balancing act. There are so many different kinds of balance: aesthetic balance, competitive balance, intraparty balance, difficulty, spotlight, ingame options, character builds, etc. These days I plan each session as "a game of D&D" in itself, so I guess that puts me on the adventuring day level. When the barbarian deals twice as much damage as the fighter, and takes half as much damage as the fighter (in addition to having more hit points than the fighter to begin with). When one player doesn't feel like they have enough cool things to do as the other players. When one player gets more attention from NPCs than everyone else. etc. Depends on the encounter. Some are speedbumps, some are severe tire damage. I think it's dangerous to "desire" a certain outcome from an encounter. It's also dangerous to think of monster encounters as "combats," but that's a whole other thread. Depends on the problem. If we're talking about intraparty mechanical imbalance, I'll keep an eye on it, and maybe houserule it for the next campaign. I have played in a campaign where the players won 100% of the time, and it was the most boring thing ever. It's a [U]game[/U]. I'm supposed to be challenging myself. If I can't lose, what's the point of all these dice and rulebooks? A 50% win rate sounds fair. Of course, it should go without saying that "losing" doesn't mean "everyone dies and the campaign ends." It just means you don't accomplish your goal. If you don't save the prisoners in time--sorry, they're dead, you lose. If you don't stop the bad guy from taking over the town--the bad guy takes over the town, you lose. If the villain escapes with the precious artifact--sorry, they have it now, you lose. Then you continue on from that failure: "OK, the villain stole the evil artifact, took over the town, and killed all the villagers--what are you going to do about it?" (Also, "50% win rate" doesn't mean you should contrive a perfect 50/50 ratio, but that you should design scenarios you think the party has roughly a 50/50 chance to win or lose.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What does balance mean to you?
Top