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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: A Question of Balance
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<blockquote data-quote="Lanefan" data-source="post: 7907365" data-attributes="member: 29398"><p>So if each class can shine 1 session out of three and be support for the other two, then balance - right?</p><p></p><p>Or is finding ways to contribute notwithstanding.</p><p></p><p>The Critical Role gang might beg to disagree on that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Here I disagree, to the extent that I take it as a given there's going to be some sessions where I have little to nothing to do and other sessions where I'm at the center of everything. To me it's just part of the game.</p><p></p><p>I put that right back on you. A MU of the sort of level that only gets one spell a day is (relatively speaking) quite capable in melee*, and in theory has enough intelligence to pull off all sorts of other things outside of combat e.g. planning, tactics, negotiation, etc.</p><p></p><p>* - I know this because gawds know I've played enough of 'em. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>There's another version of long-term balance that often gets ignored, on the per-adventure level.</p><p></p><p>A Druid in a wilderness adventure is likely to be gobs more useful than he'd be in an underground dungeon crawl. An Illusionist is likely to be gobs more useful against a bunch of dumb Ogres than she is against a crypt full of mindless undead. And so forth, meaning it's largely on the DM to make sure there's a variety of different adventure types crop up such that everyone gets their star turn.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7907365, member: 29398"] So if each class can shine 1 session out of three and be support for the other two, then balance - right? Or is finding ways to contribute notwithstanding. The Critical Role gang might beg to disagree on that. :) Here I disagree, to the extent that I take it as a given there's going to be some sessions where I have little to nothing to do and other sessions where I'm at the center of everything. To me it's just part of the game. I put that right back on you. A MU of the sort of level that only gets one spell a day is (relatively speaking) quite capable in melee*, and in theory has enough intelligence to pull off all sorts of other things outside of combat e.g. planning, tactics, negotiation, etc. * - I know this because gawds know I've played enough of 'em. :) There's another version of long-term balance that often gets ignored, on the per-adventure level. A Druid in a wilderness adventure is likely to be gobs more useful than he'd be in an underground dungeon crawl. An Illusionist is likely to be gobs more useful against a bunch of dumb Ogres than she is against a crypt full of mindless undead. And so forth, meaning it's largely on the DM to make sure there's a variety of different adventure types crop up such that everyone gets their star turn. [/QUOTE]
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