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*Pathfinder & Starfinder
What makes us care about combat balance in D&D?
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<blockquote data-quote="Manbearcat" data-source="post: 6657868" data-attributes="member: 6696971"><p>I would definitely agree that balance is just as important. What I was trying to convey was that because of system dynamics such as (i) lack of Initiative and an Action Economy, (ii) lack of complicated (numerically or action economy relevant) intersections of PC/monster build features, (iii) simple and extremely effective resolution mechanics (with tight maths) lay bare prospective outcomes and make balance basically inevitable. Further, other aspects of the systems make certain dangerous aspects (such as the Messy keyword) easily telegraphable. Finally, play procedures like the outcome of a melee exchange being abstractly resolved via a discrete player-side move (eg Hack and Slash) or a (constrained, but when resources are deployed to amp it up, the results are easily intuited) Action and Reaction pool.</p><p></p><p>4e has most of (iii) above (extremely effective resolution mechanics with tight maths). However, they aren't simple. Further, 4e (like all D&D) combat comes with the intensively relevant components of (i) and (ii). Consequently, the issues of sorting out things like Solos and the proliferation of PC resource suites that leverage the action economy or create action denial become very relevant and impactful as the game progresses. </p><p></p><p>This is one reason why 4e leaves me a bit awe-struck at how good of a system it is. It has enormous complexity in certain areas (PC build, team PC/team monster synergy, the combat chassis in general) while being able to simultaneously have extremely simple play procedures, transparent math, and robustly tuned resolution mechanics (balance). All the while the system has beautiful thematic coherency throughout the tiers of play.</p><p></p><p></p><p></p><p>Or this. The distinctions between the Cortex +'s Drama, Action, and Heroic systems are more thematic nuance (what matters and what kinds of conflict emerges as a result) related to subtle play procedures and available player resource deployment (all participants) than they are anything related to balance. </p><p></p><p>I'll have more commentary later when I have time.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6657868, member: 6696971"] I would definitely agree that balance is just as important. What I was trying to convey was that because of system dynamics such as (i) lack of Initiative and an Action Economy, (ii) lack of complicated (numerically or action economy relevant) intersections of PC/monster build features, (iii) simple and extremely effective resolution mechanics (with tight maths) lay bare prospective outcomes and make balance basically inevitable. Further, other aspects of the systems make certain dangerous aspects (such as the Messy keyword) easily telegraphable. Finally, play procedures like the outcome of a melee exchange being abstractly resolved via a discrete player-side move (eg Hack and Slash) or a (constrained, but when resources are deployed to amp it up, the results are easily intuited) Action and Reaction pool. 4e has most of (iii) above (extremely effective resolution mechanics with tight maths). However, they aren't simple. Further, 4e (like all D&D) combat comes with the intensively relevant components of (i) and (ii). Consequently, the issues of sorting out things like Solos and the proliferation of PC resource suites that leverage the action economy or create action denial become very relevant and impactful as the game progresses. This is one reason why 4e leaves me a bit awe-struck at how good of a system it is. It has enormous complexity in certain areas (PC build, team PC/team monster synergy, the combat chassis in general) while being able to simultaneously have extremely simple play procedures, transparent math, and robustly tuned resolution mechanics (balance). All the while the system has beautiful thematic coherency throughout the tiers of play. Or this. The distinctions between the Cortex +'s Drama, Action, and Heroic systems are more thematic nuance (what matters and what kinds of conflict emerges as a result) related to subtle play procedures and available player resource deployment (all participants) than they are anything related to balance. I'll have more commentary later when I have time. [/QUOTE]
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What makes us care about combat balance in D&D?
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