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Why Balance is Bad
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<blockquote data-quote="Neonchameleon" data-source="post: 6242340" data-attributes="member: 87792"><p>I read that and I see "What would be fun for Samwise's player is <em>to prevent the combatants having their fun." </em>Samwise's player is trying to prevent the combat - Gimli and Legolas are built <em>for</em> the combat. In order for Samwise's interaction pep talk to work you need to structure the fight in a way that probably isn't to the tastes of the warriors. You essentially need to make each boss into a video game multi-part boss behaving in a very very gamist manner. And then Sam needs to kill-steal.</p><p></p><p>With your suggestions, Sam is an inherently disruptive concept for the game. He's reducing the DM's fun because the DM has to move the monsters specifically to suit Sam. And he's reducing the other players' fun by stealing the spotlight in ways that make little sense and stealing the kill and not even claiming it. I'd therefore take a look at Sam's character sheet and ask the player to come up with a new one.</p><p></p><p>Or you could allow Samwise to be a 4e lazy warlord and so contribute to the combat. Of course that takes using hit points as 4e hit points which, I believe, is a non-starter for you.</p><p></p><p>I'm also not saying rogues aren't awesome. They are. Sam's just no rogue.</p><p></p><p></p><p></p><p>I disagree. If a monster is an entire adventure in itself it isn't a monster. It's an adventure about defeating that monster.</p><p></p><p></p><p></p><p>Oh, I understand the pillars for game design. I just do not understand in what world a dragon can have a fearsome fighter right in its face (and the fighter be fearsome enough for the dragon to respect it) and a (non-Kender - for Kender I'll make an exception) rogue can taunt it enough to ignore the genuinely fearsome warrior and charge after the rogue. Unless the rogue in question has some special taunt ability. And every single one of your examples fitted into one of two categories:</p><p>1: The monsters had to ignore the rest of the situation at hand.</p><p>2: The adventure had to be tailored for the party. And in particular tailored specifically to allow the rogue to be useful.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6242340, member: 87792"] I read that and I see "What would be fun for Samwise's player is [I]to prevent the combatants having their fun." [/I]Samwise's player is trying to prevent the combat - Gimli and Legolas are built [I]for[/I] the combat. In order for Samwise's interaction pep talk to work you need to structure the fight in a way that probably isn't to the tastes of the warriors. You essentially need to make each boss into a video game multi-part boss behaving in a very very gamist manner. And then Sam needs to kill-steal. With your suggestions, Sam is an inherently disruptive concept for the game. He's reducing the DM's fun because the DM has to move the monsters specifically to suit Sam. And he's reducing the other players' fun by stealing the spotlight in ways that make little sense and stealing the kill and not even claiming it. I'd therefore take a look at Sam's character sheet and ask the player to come up with a new one. Or you could allow Samwise to be a 4e lazy warlord and so contribute to the combat. Of course that takes using hit points as 4e hit points which, I believe, is a non-starter for you. I'm also not saying rogues aren't awesome. They are. Sam's just no rogue. I disagree. If a monster is an entire adventure in itself it isn't a monster. It's an adventure about defeating that monster. Oh, I understand the pillars for game design. I just do not understand in what world a dragon can have a fearsome fighter right in its face (and the fighter be fearsome enough for the dragon to respect it) and a (non-Kender - for Kender I'll make an exception) rogue can taunt it enough to ignore the genuinely fearsome warrior and charge after the rogue. Unless the rogue in question has some special taunt ability. And every single one of your examples fitted into one of two categories: 1: The monsters had to ignore the rest of the situation at hand. 2: The adventure had to be tailored for the party. And in particular tailored specifically to allow the rogue to be useful. [/QUOTE]
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