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Why Balance is Bad
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<blockquote data-quote="GreyLord" data-source="post: 6240261" data-attributes="member: 4348"><p>I've actually stated this before...the "balance" for AD&D and the new WotC versions were different types of balances. The AD&D balance is the older, more usual balance understood by a majority of the world at the time...and crossed over into the gaming habitat of wargamers.</p><p></p><p>The NEW WotC and RPG balance are new things created by RPG players who normally have no understanding of the older type of balance. Not that it is WRONG, it is simply DIFFERENT and hence a completely different mindset.</p><p></p><p>The former, level limits, different advancement rates, and other items make a LOT of sense.</p><p></p><p>In the latter...most can't even understand why such archaic notions would be put into a game. They have a different notion of balance.</p><p></p><p>As I had put into another thread</p><p></p><p></p><p></p><p>Basically, for an analogy....</p><p></p><p>AD&D and balance would be more akin to the creation of a racecar team. With the racecar team there is no way you want everyone to be the driver. You wouldn't have the strategist nor would you have the mechanics. You'd drop into a pit stop...and there'd be no one to fix the car. Everyone needs to have different abilities and different skills because they do different things. That doesn't mean one is far more important than the other...it means they have different purposes. Because they are different, they advance in different ways and learn in different ways. They do things differently, yet all are vitally important to the success of the race. In this you want a good balance of different folks to balance out the group. </p><p></p><p>A Fighter will excel in combat and tackle those obstacles. A Thief isn't expected to fight...and instead deals with obstacles like traps, or finding things ahead and avoiding them. The Cleric is to heal, pray, and sustain the others...almost a support in many instances. They also aren't supposed to be seeking out battle, and some of them may even want to actively avoid any battle (clerics of peace for example). Wizards can be that tackle all, to fill in gaps or utilize their various toolbox (spells memorized) to overcome the unexpected. They are definitely not fighters. Everyone has roles which are important and NOT necessarily centered on one aspect of the game.</p><p></p><p>WotC versions are more like balancing the wheels of the car. This is also pretty important to have the right balance in a car. If the wheels aren't balanced, you will wear one side far more than the other or go through your tires more quickly. In the worst case scenarios it can cause bad vibrations the faster you go and possibly cause a wreck.</p><p></p><p>Here you want Rogues able to do something just as much as Fighters or spellcasters in combat.</p><p></p><p>Wait!? You say, these are two totally and completely different concepts. They may both be called balance...but these are two separate things entirely. They aren't even the same definition.</p><p></p><p>Of which I say...exactly.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 6240261, member: 4348"] I've actually stated this before...the "balance" for AD&D and the new WotC versions were different types of balances. The AD&D balance is the older, more usual balance understood by a majority of the world at the time...and crossed over into the gaming habitat of wargamers. The NEW WotC and RPG balance are new things created by RPG players who normally have no understanding of the older type of balance. Not that it is WRONG, it is simply DIFFERENT and hence a completely different mindset. The former, level limits, different advancement rates, and other items make a LOT of sense. In the latter...most can't even understand why such archaic notions would be put into a game. They have a different notion of balance. As I had put into another thread Basically, for an analogy.... AD&D and balance would be more akin to the creation of a racecar team. With the racecar team there is no way you want everyone to be the driver. You wouldn't have the strategist nor would you have the mechanics. You'd drop into a pit stop...and there'd be no one to fix the car. Everyone needs to have different abilities and different skills because they do different things. That doesn't mean one is far more important than the other...it means they have different purposes. Because they are different, they advance in different ways and learn in different ways. They do things differently, yet all are vitally important to the success of the race. In this you want a good balance of different folks to balance out the group. A Fighter will excel in combat and tackle those obstacles. A Thief isn't expected to fight...and instead deals with obstacles like traps, or finding things ahead and avoiding them. The Cleric is to heal, pray, and sustain the others...almost a support in many instances. They also aren't supposed to be seeking out battle, and some of them may even want to actively avoid any battle (clerics of peace for example). Wizards can be that tackle all, to fill in gaps or utilize their various toolbox (spells memorized) to overcome the unexpected. They are definitely not fighters. Everyone has roles which are important and NOT necessarily centered on one aspect of the game. WotC versions are more like balancing the wheels of the car. This is also pretty important to have the right balance in a car. If the wheels aren't balanced, you will wear one side far more than the other or go through your tires more quickly. In the worst case scenarios it can cause bad vibrations the faster you go and possibly cause a wreck. Here you want Rogues able to do something just as much as Fighters or spellcasters in combat. Wait!? You say, these are two totally and completely different concepts. They may both be called balance...but these are two separate things entirely. They aren't even the same definition. Of which I say...exactly. [/QUOTE]
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