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Community
General Tabletop Discussion
*Dungeons & Dragons
You Cant Fix The Class Imbalances IMHO
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<blockquote data-quote="EzekielRaiden" data-source="post: 9170934" data-attributes="member: 6790260"><p>I did not say that math was irrelevant.</p><p></p><p>I said that it could not be simply reduced to a brute calculation: pick the thing with the biggest number and go.</p><p></p><p>Good, well-balanced games offer multiple choices where the calculations <em>cannot account for the differences</em>, and thus fail to provide a compelling reason to choose. Instead, a well-balanced game forces value judgments. E.g., "You could dual wield, which lets you make a lot of attacks but results in you dealing less damage with each attack. Or you could go two-handed weapon, which will hit hard, but more rarely, so it's high risk, high reward. They both end up doing essentially the same average damage, so it's more a matter of what you prefer in terms of feat support and items. Dual wielding is pretty versatile but expensive and not very focused. Big two-handers are the reverse, specialized and cheap, but inflexible."</p><p></p><p>That's a situation where mathematical analysis cannot guide you to one obvious singular correct choice. The player must make a value judgment about what they like better, what sounds more appropriate, what makes more sense in the context the player faces. Etc.</p><p></p><p>Believe me, I'm a huge advocate for doing the hard, tedious work of actual statistical analysis of game design. You do that hard math work <em>so that</em> the resulting game offers choices that differ primarily in intangible or incommensurate ways, rather than in simplistic "X does 20% more damage, always choose it and ignore Y and Z."</p><p></p><p>Unbalanced games encourage such simplistic, brute calculations. Choose the thing which performs best and ignore the rest. There is a dominant strategy: exploit it. Etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9170934, member: 6790260"] I did not say that math was irrelevant. I said that it could not be simply reduced to a brute calculation: pick the thing with the biggest number and go. Good, well-balanced games offer multiple choices where the calculations [I]cannot account for the differences[/I], and thus fail to provide a compelling reason to choose. Instead, a well-balanced game forces value judgments. E.g., "You could dual wield, which lets you make a lot of attacks but results in you dealing less damage with each attack. Or you could go two-handed weapon, which will hit hard, but more rarely, so it's high risk, high reward. They both end up doing essentially the same average damage, so it's more a matter of what you prefer in terms of feat support and items. Dual wielding is pretty versatile but expensive and not very focused. Big two-handers are the reverse, specialized and cheap, but inflexible." That's a situation where mathematical analysis cannot guide you to one obvious singular correct choice. The player must make a value judgment about what they like better, what sounds more appropriate, what makes more sense in the context the player faces. Etc. Believe me, I'm a huge advocate for doing the hard, tedious work of actual statistical analysis of game design. You do that hard math work [I]so that[/I] the resulting game offers choices that differ primarily in intangible or incommensurate ways, rather than in simplistic "X does 20% more damage, always choose it and ignore Y and Z." Unbalanced games encourage such simplistic, brute calculations. Choose the thing which performs best and ignore the rest. There is a dominant strategy: exploit it. Etc. [/QUOTE]
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You Cant Fix The Class Imbalances IMHO
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