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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="CleverNickName" data-source="post: 7907112" data-attributes="member: 50987"><p>I'm more interested in balancing the amount of fun between players. If you can figure this puzzle out, it really doesn't matter what classes everyone is playing. All of the classes can excel in their own way, and they can all really suck in their own way. But what matters is the fun.</p><p></p><p>Some players at my table have a lot of fun role-playing. They like to talk in character, use special voices, and do their shopping in-game. They have no idea what's going on in combat, and hate it when everyone is rolling dice, adding and subtracting numbers, and arguing about whether or not someone should have Advantage on a roll. They have a two-page backstory that follows my campaign notes, but they probably haven't read the Player's Handbook.</p><p></p><p>Other players at my table have a lot of fun with combat simulation. They roll their eyes when other players talk in character or use special voices, and they prefer to do their shopping over e-mail between games. They have no idea what's going on in the story, and they only really tune in for combat. They love to haggle with me about whether or not they have Advantage, or what battlefield position gives them the best odds, and what magic items they "need to find." They have memorized entire chapters of the PHB, but they probably haven't read my campaign notes.</p><p></p><p>The trick for the DM is to figure out how to balance the two groups so that everyone is having fun at the same time. So I encourage role-players to also give some thought to their combat abilities and defense, without squashing their creativity and ingenuity and without letting the others trample all over them in their rush to start combat. And I encourage the combat enthusiasts to give some thought to their character backstory and motivations, ask them to describe their actions, etc., without squashing their tactical approach and without letting the role-players bore them to death.</p><p></p><p>I also try to reward roleplaying and exploration with XP like I do for combat, which really <em>really</em> helps. If you feel that the game "revolves around combat" more than anything else, give this a try.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7907112, member: 50987"] I'm more interested in balancing the amount of fun between players. If you can figure this puzzle out, it really doesn't matter what classes everyone is playing. All of the classes can excel in their own way, and they can all really suck in their own way. But what matters is the fun. Some players at my table have a lot of fun role-playing. They like to talk in character, use special voices, and do their shopping in-game. They have no idea what's going on in combat, and hate it when everyone is rolling dice, adding and subtracting numbers, and arguing about whether or not someone should have Advantage on a roll. They have a two-page backstory that follows my campaign notes, but they probably haven't read the Player's Handbook. Other players at my table have a lot of fun with combat simulation. They roll their eyes when other players talk in character or use special voices, and they prefer to do their shopping over e-mail between games. They have no idea what's going on in the story, and they only really tune in for combat. They love to haggle with me about whether or not they have Advantage, or what battlefield position gives them the best odds, and what magic items they "need to find." They have memorized entire chapters of the PHB, but they probably haven't read my campaign notes. The trick for the DM is to figure out how to balance the two groups so that everyone is having fun at the same time. So I encourage role-players to also give some thought to their combat abilities and defense, without squashing their creativity and ingenuity and without letting the others trample all over them in their rush to start combat. And I encourage the combat enthusiasts to give some thought to their character backstory and motivations, ask them to describe their actions, etc., without squashing their tactical approach and without letting the role-players bore them to death. I also try to reward roleplaying and exploration with XP like I do for combat, which really [I]really[/I] helps. If you feel that the game "revolves around combat" more than anything else, give this a try. [/QUOTE]
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