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General Tabletop Discussion
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What does balance mean to you?
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<blockquote data-quote="Hussar" data-source="post: 7159396" data-attributes="member: 22779"><p>Immoral? Seriously? That's where you're going with this one? Wow. </p><p></p><p>Who said anything about metagame contrivance? I simply create adventures that contain EVERY pillar. When you have adventures that aren't simply endless streams of combat, then characters that laser beam focus on combat get their butts handed to them outside of combat. Like I said, variable terrain in the adventure - pits, things to climb, EVERY dungeon I make now has water hazards, so on and so forth.</p><p></p><p>It's funny how you can pretty easily achieve balance in the group by simply reducing the focus on DPR and broadening your adventure design to include skill checks that matter. Oh, you dump statted your social skills - cool, that means that you fail to convince the NPC's of the danger they are in and you get to watch their village burn while you run away in the night. So on and so forth.</p><p></p><p>While I am a big believer in mechanical balance in the game, I also realize that adventure design plays a HUGE part in maintaining that balance. </p><p></p><p>But, hey, I'm just immoral, so, what do I know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 7159396, member: 22779"] Immoral? Seriously? That's where you're going with this one? Wow. Who said anything about metagame contrivance? I simply create adventures that contain EVERY pillar. When you have adventures that aren't simply endless streams of combat, then characters that laser beam focus on combat get their butts handed to them outside of combat. Like I said, variable terrain in the adventure - pits, things to climb, EVERY dungeon I make now has water hazards, so on and so forth. It's funny how you can pretty easily achieve balance in the group by simply reducing the focus on DPR and broadening your adventure design to include skill checks that matter. Oh, you dump statted your social skills - cool, that means that you fail to convince the NPC's of the danger they are in and you get to watch their village burn while you run away in the night. So on and so forth. While I am a big believer in mechanical balance in the game, I also realize that adventure design plays a HUGE part in maintaining that balance. But, hey, I'm just immoral, so, what do I know. :D :p [/QUOTE]
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