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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="Cap'n Kobold" data-source="post: 7907370" data-attributes="member: 6802951"><p>Cooperating to roleplaying the characters and increasing the fun of the session is usually unrestricted by class or game mechanics. Thus its not really relevant to a discussion of class balance.</p><p>You have to assume the player capabilities are equal. You cannot assume that the player who ends up with a "big toolbox" class is going to be bad at the non-mechanical aspects of the game, in order to make sure that the player with the "screwdriver class" is the one who shines at them.</p><p>Frankly, I think that it is quite likely that a player who is creative and a good problem-solver is going to be attracted to a "big toolbox class" because they probably value creativity and problem solving, and thus pick a class that it good at it.</p><p></p><p> </p><p>The player that control the Wizard that teleport the party may also save the session by telling us how important is this mission, and giving some meaning and sense to the next fights.</p><p>But the player who control the champion fighter may poorly contribute to the fun of the session if he does not do it non-mechanically, because being able to reliably get 25 on a Str(Athletics) check is not going to get the party across the continent before nightfall.</p><p></p><p></p><p>Again, arguing that <em>players </em>are unbalanced is not an argument against making the classes unbalanced.</p><p>If you're having to assume that it is always the player of the more mechanically-capable class who is less non-mechanically capable, you may need to rethink your line of argument.</p><p></p><p> Problem is, in the D&D ruleset, you <em>need to use magic</em> to do a lot of what is depicted in wuxia. So the "martials" don't get to do that stuff by the game mechanics.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7907370, member: 6802951"] Cooperating to roleplaying the characters and increasing the fun of the session is usually unrestricted by class or game mechanics. Thus its not really relevant to a discussion of class balance. You have to assume the player capabilities are equal. You cannot assume that the player who ends up with a "big toolbox" class is going to be bad at the non-mechanical aspects of the game, in order to make sure that the player with the "screwdriver class" is the one who shines at them. Frankly, I think that it is quite likely that a player who is creative and a good problem-solver is going to be attracted to a "big toolbox class" because they probably value creativity and problem solving, and thus pick a class that it good at it. The player that control the Wizard that teleport the party may also save the session by telling us how important is this mission, and giving some meaning and sense to the next fights. But the player who control the champion fighter may poorly contribute to the fun of the session if he does not do it non-mechanically, because being able to reliably get 25 on a Str(Athletics) check is not going to get the party across the continent before nightfall. Again, arguing that [I]players [/I]are unbalanced is not an argument against making the classes unbalanced. If you're having to assume that it is always the player of the more mechanically-capable class who is less non-mechanically capable, you may need to rethink your line of argument. Problem is, in the D&D ruleset, you [I]need to use magic[/I] to do a lot of what is depicted in wuxia. So the "martials" don't get to do that stuff by the game mechanics. [/QUOTE]
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