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*Dungeons & Dragons
Why Balance is Bad
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<blockquote data-quote="n00bdragon" data-source="post: 6240947" data-attributes="member: 6689371"><p>You point out that all these things are okay... as long as whatever it is doesn't last too long. The problem with this assumption is that many of those scenes <em>will</em> generally take longer than five minutes of table time. Missing out on a fight with a couple of goblins that takes three rolls isn't much. You're correct there. But what about missing out on the fight with the goblin king? Sure it's okay for the fighter to not be doing much in a scene where you talk to some merchants on the road, but what about when you must convince the thieves guild to side with you against the big bad?</p><p></p><p>Perhaps the key isn't divvying up who is allowed to do what and leaving everyone else with nothing but rather scaling how often certain things can be used. So allow the talky party member to be talky all the time, but perhaps the anti-social ranger has restrictions on his talky abilities so they can only be used some of the time (the idea being that he will save them for the big stuff he doesn't want to miss). Same with combat. Allow some characters to be always good in combat, then allow everyone to be good in combat for a little while at least.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6240947, member: 6689371"] You point out that all these things are okay... as long as whatever it is doesn't last too long. The problem with this assumption is that many of those scenes [I]will[/I] generally take longer than five minutes of table time. Missing out on a fight with a couple of goblins that takes three rolls isn't much. You're correct there. But what about missing out on the fight with the goblin king? Sure it's okay for the fighter to not be doing much in a scene where you talk to some merchants on the road, but what about when you must convince the thieves guild to side with you against the big bad? Perhaps the key isn't divvying up who is allowed to do what and leaving everyone else with nothing but rather scaling how often certain things can be used. So allow the talky party member to be talky all the time, but perhaps the anti-social ranger has restrictions on his talky abilities so they can only be used some of the time (the idea being that he will save them for the big stuff he doesn't want to miss). Same with combat. Allow some characters to be always good in combat, then allow everyone to be good in combat for a little while at least. [/QUOTE]
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