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General Tabletop Discussion
*Dungeons & Dragons
You Cant Fix The Class Imbalances IMHO
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<blockquote data-quote="EzekielRaiden" data-source="post: 9171665" data-attributes="member: 6790260"><p>Alright. Sounds like I simply wasn't getting what you were trying to say.</p><p></p><p>That is: "feel awesome" is not <em>simply</em> someone saying, frex, "I feel like a berserker doing cool berserker things." It is <em>not</em> exclusively a subjective judgment--it has a component relating to actually achieving your goals, in addition to the look/appearance/"feel" of something: "I feel like a berserker doing cool berserker things <em>that achieve my goals</em>." Which is, of course, the only useful definition of "balance"--that something achieves both (a) the goals for which it was designed, and (b) the goals the player is told that it should fulfill.</p><p></p><p>Hence why, for example, I have made such a big deal of the fact that D&D is fundamentally a game of:</p><ul> <li data-xf-list-type="ul">fantasy fiction (it features magic, relaxation of physical limitations, impossible feats, etc.)</li> <li data-xf-list-type="ul">cooperative (it <em>can</em> be played competitively, but that is not a goal it is designed for today)</li> <li data-xf-list-type="ul">teamwork (not simply people happening to adventure together--people <em>working with one another</em> to succeed)<br /> role-playing (players will be expected, in some way, to act and/or think "as" their character)</li> <li data-xf-list-type="ul">where players will<ul> <li data-xf-list-type="ul"><em>fight</em> (central pillar 1: characters engage in interesting, meaningful conflict through force of arms and magic)</li> <li data-xf-list-type="ul"><em>explore</em> (central pillar 2: characters engage in interesting, meaningful travel, typically through wilderness, ruin, and city)</li> <li data-xf-list-type="ul">and <em>socialize</em> (central pillar 3: characters will act and react toward non-player entities in non-combat ways)</li> </ul></li> </ul><p>Each of these three is critical to the end result. I could spill a great deal of digital ink discussing them further, but perhaps that would be best left for a different discussion.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9171665, member: 6790260"] Alright. Sounds like I simply wasn't getting what you were trying to say. That is: "feel awesome" is not [I]simply[/I] someone saying, frex, "I feel like a berserker doing cool berserker things." It is [I]not[/I] exclusively a subjective judgment--it has a component relating to actually achieving your goals, in addition to the look/appearance/"feel" of something: "I feel like a berserker doing cool berserker things [I]that achieve my goals[/I]." Which is, of course, the only useful definition of "balance"--that something achieves both (a) the goals for which it was designed, and (b) the goals the player is told that it should fulfill. Hence why, for example, I have made such a big deal of the fact that D&D is fundamentally a game of: [LIST] [*]fantasy fiction (it features magic, relaxation of physical limitations, impossible feats, etc.) [*]cooperative (it [I]can[/I] be played competitively, but that is not a goal it is designed for today) [*]teamwork (not simply people happening to adventure together--people [I]working with one another[/I] to succeed) role-playing (players will be expected, in some way, to act and/or think "as" their character) [*]where players will [LIST] [*][I]fight[/I] (central pillar 1: characters engage in interesting, meaningful conflict through force of arms and magic) [*][I]explore[/I] (central pillar 2: characters engage in interesting, meaningful travel, typically through wilderness, ruin, and city) [*]and [I]socialize[/I] (central pillar 3: characters will act and react toward non-player entities in non-combat ways) [/LIST] [/LIST] Each of these three is critical to the end result. I could spill a great deal of digital ink discussing them further, but perhaps that would be best left for a different discussion. [/QUOTE]
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You Cant Fix The Class Imbalances IMHO
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