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General Tabletop Discussion
*Dungeons & Dragons
What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="James Gasik" data-source="post: 8622898" data-attributes="member: 6877472"><p>Thor and Hawkeye fighting on the same team, even against the same villains is, sadly an artificial construct. While Hawkeye's skills are beyond impressive, he needs a plot coupon, like a special Negative Zone arrow or something, to be able to even faze most of Thor's rogues gallery.</p><p></p><p>I've always seen this working in-universe as sometimes, Superman is too much for certain threats. The risk of him accidentally using his powers to seriously maim or harm "street-level" thugs, means it's important to have a wide variety of skills and powers available to a team (and if you need to see what unrestrained supers can do, The Boys is a good example). </p><p></p><p>D&D isn't like that, however. The foes and challenges your party faces, and must take down with teamwork, all have to be in the same ballpark of power. The game isn't designed with the idea that Class A takes on "the real threats" and Class B takes out "trash tier minions".</p><p></p><p>At least, I hope it's not. </p><p></p><p>I agree, if everyone is having fun, balance may seem less important. However, I feel that having the game be designed with balance in mind makes it easier for everyone to have fun in the first place.</p><p></p><p>A lot of people say "not having balanced rules gives the DM more opportunities to make the game fun for everyone", as this is somehow a superior approach. But the role of the DM has always been to be the final adjudicator of the rules, sitting above them, if you will. </p><p></p><p>So what's the difference between "making up rules as needed" and "being able to ignore/alter rules as needed"?</p><p></p><p>I submit that the second option reduces the workload of the DM. Now an experienced DM knows how to make rules out of whole cloth, and have pages of house rules, or have even attempted to design their own games and may not feel they need the second option.</p><p></p><p>But the novice DM? The new DM? The thing I think we need the most? The less they have to figure out initially, the more guidance they are given, until they get that experience, the better. And if your friends say "we want to play D&D, and you tell the best stories", and you decide to take up the DM mantle, plunking down 150 bucks for books that say "so, do whatever you want, man" might not be all that helpful to them.</p><p></p><p>Of course, that having been said, some people are fine with being dunked into the deep end and being forced to learn to swim.</p><p></p><p>But others might not be.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8622898, member: 6877472"] Thor and Hawkeye fighting on the same team, even against the same villains is, sadly an artificial construct. While Hawkeye's skills are beyond impressive, he needs a plot coupon, like a special Negative Zone arrow or something, to be able to even faze most of Thor's rogues gallery. I've always seen this working in-universe as sometimes, Superman is too much for certain threats. The risk of him accidentally using his powers to seriously maim or harm "street-level" thugs, means it's important to have a wide variety of skills and powers available to a team (and if you need to see what unrestrained supers can do, The Boys is a good example). D&D isn't like that, however. The foes and challenges your party faces, and must take down with teamwork, all have to be in the same ballpark of power. The game isn't designed with the idea that Class A takes on "the real threats" and Class B takes out "trash tier minions". At least, I hope it's not. I agree, if everyone is having fun, balance may seem less important. However, I feel that having the game be designed with balance in mind makes it easier for everyone to have fun in the first place. A lot of people say "not having balanced rules gives the DM more opportunities to make the game fun for everyone", as this is somehow a superior approach. But the role of the DM has always been to be the final adjudicator of the rules, sitting above them, if you will. So what's the difference between "making up rules as needed" and "being able to ignore/alter rules as needed"? I submit that the second option reduces the workload of the DM. Now an experienced DM knows how to make rules out of whole cloth, and have pages of house rules, or have even attempted to design their own games and may not feel they need the second option. But the novice DM? The new DM? The thing I think we need the most? The less they have to figure out initially, the more guidance they are given, until they get that experience, the better. And if your friends say "we want to play D&D, and you tell the best stories", and you decide to take up the DM mantle, plunking down 150 bucks for books that say "so, do whatever you want, man" might not be all that helpful to them. Of course, that having been said, some people are fine with being dunked into the deep end and being forced to learn to swim. But others might not be. [/QUOTE]
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What is balance to you, and why do you care (or don't)?
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