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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="Hussar" data-source="post: 7908484" data-attributes="member: 22779"><p>Oh, is your D&D game competitive? That's interesting.</p><p></p><p></p><p></p><p>Yup, it's a competitive game WHERE EVERY PLAYER GETS EQUAL TIME. </p><p></p><p></p><p></p><p>Again, missing my point. I totally agree that there will be times, in the game, when my character is not in the spotlight and that's fine. What isn't fine is when the mechanics of the game say, "Sorry, you get to ride the pines 2/3rds of the time" regardless of whatever is occuring in the game.</p><p></p><p></p><p></p><p>You brought it up though. If you didn't think it was relevant, why did you bring it up?</p><p></p><p></p><p></p><p>Again, that's fantastic. Us mere mortals however don't typically have that option. Which means, for everyone that isn't you, balance over time sucks.</p><p></p><p>Me, I'd rather play a game where every character can contribute in every situation. So, if we're in the undead dungeon, that rogue can still contribute and doesn't have to sit and be an observer for the next 10-15 HOURS of play time just so that he can actually get to play the game for the next 10-15 hours. That's not balance, that's garbage gaming. </p><p></p><p>I mean, what is being gained by mechanically sidelining a character? How is the game more fun if Bob gets to ride the pines for the next 10 hours rather than simply unbending the stick just a touch and allowing rogues to sneak attack undead (as an example)? That's what truly confuses me in these discussions. How is it a good thing to EVER mechanically sideline a player? Sidelined because of the events in the game? Well, ok, that's groovy, that is unavoidable. Sidelined because some game designer thinks that undead should be immune to illusions because of some misplaced sense of believability? Bugger that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7908484, member: 22779"] Oh, is your D&D game competitive? That's interesting. Yup, it's a competitive game WHERE EVERY PLAYER GETS EQUAL TIME. Again, missing my point. I totally agree that there will be times, in the game, when my character is not in the spotlight and that's fine. What isn't fine is when the mechanics of the game say, "Sorry, you get to ride the pines 2/3rds of the time" regardless of whatever is occuring in the game. You brought it up though. If you didn't think it was relevant, why did you bring it up? Again, that's fantastic. Us mere mortals however don't typically have that option. Which means, for everyone that isn't you, balance over time sucks. Me, I'd rather play a game where every character can contribute in every situation. So, if we're in the undead dungeon, that rogue can still contribute and doesn't have to sit and be an observer for the next 10-15 HOURS of play time just so that he can actually get to play the game for the next 10-15 hours. That's not balance, that's garbage gaming. I mean, what is being gained by mechanically sidelining a character? How is the game more fun if Bob gets to ride the pines for the next 10 hours rather than simply unbending the stick just a touch and allowing rogues to sneak attack undead (as an example)? That's what truly confuses me in these discussions. How is it a good thing to EVER mechanically sideline a player? Sidelined because of the events in the game? Well, ok, that's groovy, that is unavoidable. Sidelined because some game designer thinks that undead should be immune to illusions because of some misplaced sense of believability? Bugger that. [/QUOTE]
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