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What's The Deal With Balance?
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<blockquote data-quote="Glyfair" data-source="post: 2606909" data-attributes="member: 53"><p>Indeed, the only book I've seen to adequately deal with this in any setting was <em>Lands of Mystery</em> by Aaron Allston for Justice, Inc. </p><p></p><p>Certain archetypes in the pulp & lost world genres are more powerful than others. In the system, they were built on different point totals. The strong-jawed hero was at the top of the list with a couple of others at that level, the typical character types were in the middle, the normal "NPCs" were below that (things like the ship's captain). </p><p></p><p>The balance among players is attained by having players running the lower point characters having multiple characters. The strong jawed hero is only playing him. The player playing the nosey reporter might also play the spoiled aristocrat. The player playing the ship's captain might also play the native guide. </p><p></p><p>It's more an issue of balancing time in the spotlight, compared to actual character abilities. The strong jawed hero will likely be in the spotlight a majority of the game. The ship's captain might not even leave the ship. Giving that player the native guide gives him someone to run during times the focus isn't on the ship. If someone has a non-combat character, having his secondary character be combat focused gives him something to do during combats.</p><p></p><p>This works better for the Hero System than D&D, though. The difference in survivability between a low point character and a high point character isn't incredibly high (unless specifically designed that way). In D&D, however, having a low level character be around a high level fireball is a recipe for disaster. You could build the game based on the spotlight principle, still. However, the opportunities to use it are less.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2606909, member: 53"] Indeed, the only book I've seen to adequately deal with this in any setting was [I]Lands of Mystery[/I] by Aaron Allston for Justice, Inc. Certain archetypes in the pulp & lost world genres are more powerful than others. In the system, they were built on different point totals. The strong-jawed hero was at the top of the list with a couple of others at that level, the typical character types were in the middle, the normal "NPCs" were below that (things like the ship's captain). The balance among players is attained by having players running the lower point characters having multiple characters. The strong jawed hero is only playing him. The player playing the nosey reporter might also play the spoiled aristocrat. The player playing the ship's captain might also play the native guide. It's more an issue of balancing time in the spotlight, compared to actual character abilities. The strong jawed hero will likely be in the spotlight a majority of the game. The ship's captain might not even leave the ship. Giving that player the native guide gives him someone to run during times the focus isn't on the ship. If someone has a non-combat character, having his secondary character be combat focused gives him something to do during combats. This works better for the Hero System than D&D, though. The difference in survivability between a low point character and a high point character isn't incredibly high (unless specifically designed that way). In D&D, however, having a low level character be around a high level fireball is a recipe for disaster. You could build the game based on the spotlight principle, still. However, the opportunities to use it are less. [/QUOTE]
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