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General Tabletop Discussion
*TTRPGs General
What type of balancing do you prefer?
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<blockquote data-quote="Roman" data-source="post: 3493396" data-attributes="member: 1845"><p>I am wondering what balancing method for classes (and races, creatures, templates and indeed abilities in general) most people prefer: </p><p></p><p>Long-term balancing: Frequencies of use of abilities are determined on a longer-term basis, such as per day, or per full moon, or simply have long/variable recharge times (could vary by ability) or long/variable casting times (could vary by spell/ability), etcetera (e.g. Wizard) </p><p></p><p>Explicit per encounter balancing: Frequencies of use of abilities are per encounter, durations are per encounter, etcetera (e.g. Factotum) </p><p></p><p>Implicit per encounter balancing: Frequencies of use of abilities are determined by need for actions, in-game times, or are at will, but this is all done in such a way that it will balance on a per encounter basis implicitly (e.g. Warlock) </p><p></p><p>Class-variable balancing: Different classes are balanced using different methods (and the balance of each class is approximated to each other through converting the balancing methods to one another on the basis of empirical averages of play) to provide for diversity and differential strength and weaknesses (e.g. Current D&D system of class-balancing) </p><p></p><p>Multiple balancing: Multiple balancing methods are used, but each class is balanced with respect to other classes in all the balancing methods </p><p></p><p>Roleplaying balancing: Classes are not explicitly mechanically balanced, but roleplaying restrictions, codes of conduct, taboos, etcetera are supposed bring them into balance </p><p></p><p>No balancing: Classes are not balanced at all </p><p></p><p>Other: Some other balancing system (please post it below)</p></blockquote><p></p>
[QUOTE="Roman, post: 3493396, member: 1845"] I am wondering what balancing method for classes (and races, creatures, templates and indeed abilities in general) most people prefer: Long-term balancing: Frequencies of use of abilities are determined on a longer-term basis, such as per day, or per full moon, or simply have long/variable recharge times (could vary by ability) or long/variable casting times (could vary by spell/ability), etcetera (e.g. Wizard) Explicit per encounter balancing: Frequencies of use of abilities are per encounter, durations are per encounter, etcetera (e.g. Factotum) Implicit per encounter balancing: Frequencies of use of abilities are determined by need for actions, in-game times, or are at will, but this is all done in such a way that it will balance on a per encounter basis implicitly (e.g. Warlock) Class-variable balancing: Different classes are balanced using different methods (and the balance of each class is approximated to each other through converting the balancing methods to one another on the basis of empirical averages of play) to provide for diversity and differential strength and weaknesses (e.g. Current D&D system of class-balancing) Multiple balancing: Multiple balancing methods are used, but each class is balanced with respect to other classes in all the balancing methods Roleplaying balancing: Classes are not explicitly mechanically balanced, but roleplaying restrictions, codes of conduct, taboos, etcetera are supposed bring them into balance No balancing: Classes are not balanced at all Other: Some other balancing system (please post it below) [/QUOTE]
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