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Why Balance is Bad
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6242685" data-attributes="member: 5143"><p>But the POINT of leverage is that they are attempting a Heist. The goal is to steal the money/macguffin. In a game where that's the point, it makes sense that each person's skill be equally useful to Completing the Heist. In a game that caters to this sort of play, combat should be extremely swift and take about as much time as sneaking past someone. One die roll to kill 5 people or one die roll to sneak past 5 people. That was the game doesn't linger on one person for too long.</p><p></p><p>Then again, D&D isn't typically a heist game. It is a game where the average plot is "Kill the enemies in order to get an object/stop a plot/solve a mystery" then everyone should be equally good at killing the enemies.</p><p></p><p></p><p>I have no idea what this sentence means. I've looked at it for a couple of minutes now and I don't know how to "put just see Eliot".</p><p></p><p>I can guess that you are saying that Elliot is an example of how a combat character can work in a non-combat game. However, it should be noted that in addition to his combat skills he also appears very capable at acting, disguise, slight of hand, and improvising new plans when necessary. Basically, he has ALL of the powers of everyone else on the team when needed. Because it's a TV show and it's easy to write a character as having whatever skills he needs in order to accomplish to goal. You don't need to worry about whether it's fair to the other players or whether anyone will feel left out or overshadowed. The actors don't care, they get paid to show up and act. The characters don't care because they only do what you write them to do.</p><p></p><p>Since combat isn't a big part of Leverage as a show, the other characters don't really need combat skills. You can simply write a story that means they never have to fight anyone. In a role playing game, you as a DM have much less control over what happens. You can guide the game but ultimately the players decide their actions. If they all decide to go into a dungeon and challenge the dragon head on, your game has now become a combat game whether you intended it or not.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6242685, member: 5143"] But the POINT of leverage is that they are attempting a Heist. The goal is to steal the money/macguffin. In a game where that's the point, it makes sense that each person's skill be equally useful to Completing the Heist. In a game that caters to this sort of play, combat should be extremely swift and take about as much time as sneaking past someone. One die roll to kill 5 people or one die roll to sneak past 5 people. That was the game doesn't linger on one person for too long. Then again, D&D isn't typically a heist game. It is a game where the average plot is "Kill the enemies in order to get an object/stop a plot/solve a mystery" then everyone should be equally good at killing the enemies. I have no idea what this sentence means. I've looked at it for a couple of minutes now and I don't know how to "put just see Eliot". I can guess that you are saying that Elliot is an example of how a combat character can work in a non-combat game. However, it should be noted that in addition to his combat skills he also appears very capable at acting, disguise, slight of hand, and improvising new plans when necessary. Basically, he has ALL of the powers of everyone else on the team when needed. Because it's a TV show and it's easy to write a character as having whatever skills he needs in order to accomplish to goal. You don't need to worry about whether it's fair to the other players or whether anyone will feel left out or overshadowed. The actors don't care, they get paid to show up and act. The characters don't care because they only do what you write them to do. Since combat isn't a big part of Leverage as a show, the other characters don't really need combat skills. You can simply write a story that means they never have to fight anyone. In a role playing game, you as a DM have much less control over what happens. You can guide the game but ultimately the players decide their actions. If they all decide to go into a dungeon and challenge the dragon head on, your game has now become a combat game whether you intended it or not. [/QUOTE]
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