Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Balance is Bad
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 6240941" data-attributes="member: 2067"><p>So, on the one hand, anything that you're going to spend more than about 5 minutes of table time doing is something that no one should be sitting out.</p><p></p><p>But combat doesn't need to be one of those things.</p><p></p><p>So it's important for balance between the classes to recognize the <strong>goal</strong> of the design.</p><p></p><p>In D&D, I think the goal of the design shouldn't be the encounter. It should be the adventure.</p><p></p><p>Which means that maybe it's OK to have a thief sit out a combat with goblins that only lasts about 3 die rolls anyway. And maybe it's OK to have a fighter who can't do much when there's not goblins around, if the scene is brief. And a wizard who prepares the wrong spells might sit out a fight or two, if the fights are short. And maybe a stun will take you out of the fight for a minute or two. All of that is OK, if the encounter is quick. </p><p></p><p>The "three pillars" means that we have a good perspective for what an adventure should take to complete. Adventures should require interaction (getting the map from the eccentric trader, earning the trust of the town guard), exploration (sneaking past the sleeping dragon, or doing reconnaissance on the orc fortress), combat (slaying the dragon, fighting the orcs). If, when these challenges crop up, they are mostly quick (one combat round), then you can have folks sitting them out. </p><p></p><p>Personally, I'm in favor of a "minimal contribution to everything," so that maybe the fighter sucks at talking to the king, but he can do <em>something</em> when there isn't stuff to stab. This lets you do things like run slightly longer scenes -- now that dialogue could last three or five rounds, and the party fighter might not be in her element, but she can contribute a bit, without fear of being too much of a dead weight. </p><p></p><p>But because balance is overall across the adventure and not just in the encounter, I'm totally cool with encounter-level imbalance. I'd rather it not be binary, but I'd also rather it not be blandly homogenous, where everyone does everything at about the same level of competence across the board.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6240941, member: 2067"] So, on the one hand, anything that you're going to spend more than about 5 minutes of table time doing is something that no one should be sitting out. But combat doesn't need to be one of those things. So it's important for balance between the classes to recognize the [B]goal[/B] of the design. In D&D, I think the goal of the design shouldn't be the encounter. It should be the adventure. Which means that maybe it's OK to have a thief sit out a combat with goblins that only lasts about 3 die rolls anyway. And maybe it's OK to have a fighter who can't do much when there's not goblins around, if the scene is brief. And a wizard who prepares the wrong spells might sit out a fight or two, if the fights are short. And maybe a stun will take you out of the fight for a minute or two. All of that is OK, if the encounter is quick. The "three pillars" means that we have a good perspective for what an adventure should take to complete. Adventures should require interaction (getting the map from the eccentric trader, earning the trust of the town guard), exploration (sneaking past the sleeping dragon, or doing reconnaissance on the orc fortress), combat (slaying the dragon, fighting the orcs). If, when these challenges crop up, they are mostly quick (one combat round), then you can have folks sitting them out. Personally, I'm in favor of a "minimal contribution to everything," so that maybe the fighter sucks at talking to the king, but he can do [I]something[/I] when there isn't stuff to stab. This lets you do things like run slightly longer scenes -- now that dialogue could last three or five rounds, and the party fighter might not be in her element, but she can contribute a bit, without fear of being too much of a dead weight. But because balance is overall across the adventure and not just in the encounter, I'm totally cool with encounter-level imbalance. I'd rather it not be binary, but I'd also rather it not be blandly homogenous, where everyone does everything at about the same level of competence across the board. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Balance is Bad
Top