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General Tabletop Discussion
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Worlds of Design: A Question of Balance
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<blockquote data-quote="SMHWorlds" data-source="post: 7906364" data-attributes="member: 6853809"><p>Balance is an ethereal concept that, IMHO, is badly misunderstood. Balance does not and cannot create a parity among the character classes because the roles of those classes often differ so much. Each character is played by a different player. Each character has different experiences as they progress. Even by third level, two human fighters taking the Champion sub-class will like look and play differently, as just one example. </p><p></p><p>Where balance comes into play is in empowering an engaged player to get the most out of their character, because each class can make a difference. In terms of D&D, I think 3E and 4E did a better job of this. They were not perfect, just better. The 5E Ranger, in the hands of an engaged player, can be successful, but it is still largely unnecessary as a class. I love the 5E Warlock, but I think with the way spells have been changed, that it overshadows wizards and sorcerers, especially the latter. Who needs Raistlin or Polgara when you have Elric? </p><p></p><p>But people still play these classes with great success. How? Because the game is versatile enough to allow different characters to slot into a party and fill a role. Rangers are not tanks, but they can fight and cast spells. Wizard and sorcerers do have fireball and other damage spells as well as utility options. Niche protection is largely gone, which is one knock against the idea of balance in my opinion. Balance and flavor are harder to, well keep balanced. One largely negates the other and vice versa.</p><p></p><p>Issues with balance during a session or campaign are something the DM needs pay close attention to. Although I am often reluctant to throw myself and other DMs under the bus, the balance issues in the early versions of the game are largely a function of poor encounter design. The example always given are fighters and magic users, but there are other examples as well. But the DM who paid attention was always able to challenge high level spell casters while letting the fighter wade into the fray and be a hero. </p><p></p><p>Game design cannot meet every need. That is why a variety of game types, even centered around the same basic mechanics, are better than one game trying to please everyone.</p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7906364, member: 6853809"] Balance is an ethereal concept that, IMHO, is badly misunderstood. Balance does not and cannot create a parity among the character classes because the roles of those classes often differ so much. Each character is played by a different player. Each character has different experiences as they progress. Even by third level, two human fighters taking the Champion sub-class will like look and play differently, as just one example. Where balance comes into play is in empowering an engaged player to get the most out of their character, because each class can make a difference. In terms of D&D, I think 3E and 4E did a better job of this. They were not perfect, just better. The 5E Ranger, in the hands of an engaged player, can be successful, but it is still largely unnecessary as a class. I love the 5E Warlock, but I think with the way spells have been changed, that it overshadows wizards and sorcerers, especially the latter. Who needs Raistlin or Polgara when you have Elric? But people still play these classes with great success. How? Because the game is versatile enough to allow different characters to slot into a party and fill a role. Rangers are not tanks, but they can fight and cast spells. Wizard and sorcerers do have fireball and other damage spells as well as utility options. Niche protection is largely gone, which is one knock against the idea of balance in my opinion. Balance and flavor are harder to, well keep balanced. One largely negates the other and vice versa. Issues with balance during a session or campaign are something the DM needs pay close attention to. Although I am often reluctant to throw myself and other DMs under the bus, the balance issues in the early versions of the game are largely a function of poor encounter design. The example always given are fighters and magic users, but there are other examples as well. But the DM who paid attention was always able to challenge high level spell casters while letting the fighter wade into the fray and be a hero. Game design cannot meet every need. That is why a variety of game types, even centered around the same basic mechanics, are better than one game trying to please everyone. [/QUOTE]
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