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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: A Question of Balance
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<blockquote data-quote="Coroc" data-source="post: 7906343" data-attributes="member: 6895991"><p>Perfect balance is neither really achievable nor necessary. Each player of a different class should have his strength and weakness, and opportunities to "shine" regularly.</p><p>If I know a campaign is mostly wilderness, not many locks to pick and trapped chests then i recommend to my players not to select a rogue.</p><p>If I run (classic) ravenloft I tell a player that he is in for a really good chance for a very short life as an adventurer if he wants to play a (good aligned) paladin.</p><p>If it is some city setting with much communication and interaction with NPCs I recommend to my players to put some points into charisma or wisdom or intellect and / or social skills.</p><p></p><p>Balance in form of dpr output is neither measurable properly (How do you rule that your beefcake is charmed or dominated easily and how do you put that one into the equation?) nor necessary.</p><p></p><p>Balance in form of equal XP levels is basically built in into the 5e rules. But even if you run it differently e.g. only players present in the session get XP, this matters not much in 5e which can easily handle level differences of +- 2...3</p></blockquote><p></p>
[QUOTE="Coroc, post: 7906343, member: 6895991"] Perfect balance is neither really achievable nor necessary. Each player of a different class should have his strength and weakness, and opportunities to "shine" regularly. If I know a campaign is mostly wilderness, not many locks to pick and trapped chests then i recommend to my players not to select a rogue. If I run (classic) ravenloft I tell a player that he is in for a really good chance for a very short life as an adventurer if he wants to play a (good aligned) paladin. If it is some city setting with much communication and interaction with NPCs I recommend to my players to put some points into charisma or wisdom or intellect and / or social skills. Balance in form of dpr output is neither measurable properly (How do you rule that your beefcake is charmed or dominated easily and how do you put that one into the equation?) nor necessary. Balance in form of equal XP levels is basically built in into the 5e rules. But even if you run it differently e.g. only players present in the session get XP, this matters not much in 5e which can easily handle level differences of +- 2...3 [/QUOTE]
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Worlds of Design: A Question of Balance
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