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You Cant Fix The Class Imbalances IMHO
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<blockquote data-quote="EzekielRaiden" data-source="post: 9176539" data-attributes="member: 6790260"><p>Very well-said.</p><p></p><p>Dynamic imbalance is a solution to the problem of degenerate solutions, especially in competitive gaming like LoL. By inducing breakdowns in dominant strategy and creating potential for surprise reversals (e.g. some player finds the next big uncounterable awesome obscure combo), you turn the game into one where there are at least three strategic layers all affecting one another. The actual gameplay of each individual player; the interactions between both teammates and opponents (e.g. synergies and counters); and the fully meta-gameplay of seeking out new ways (builds, team comps, etc.) to subvert the previous.</p><p></p><p>Even 4e, which had robust errata support to address the occasional loophole that got through testing (e.g. that one Ranger power that could <em>theoretically</em> do infinite damage if you kept rolling high enough and thus could be cheesed with excessive +hit bonuses), was too slow on updates to support this approach to the problems of dominant strategy and degeneracy in the solution space. If the "dynamic" part isn't actually <em>dynamic,</em> the approach fails.</p><p></p><p>Yet another reason why actually having rigorous testing, and before that, setting testable and well-crafted design goals, is so important for TTRPG design.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9176539, member: 6790260"] Very well-said. Dynamic imbalance is a solution to the problem of degenerate solutions, especially in competitive gaming like LoL. By inducing breakdowns in dominant strategy and creating potential for surprise reversals (e.g. some player finds the next big uncounterable awesome obscure combo), you turn the game into one where there are at least three strategic layers all affecting one another. The actual gameplay of each individual player; the interactions between both teammates and opponents (e.g. synergies and counters); and the fully meta-gameplay of seeking out new ways (builds, team comps, etc.) to subvert the previous. Even 4e, which had robust errata support to address the occasional loophole that got through testing (e.g. that one Ranger power that could [I]theoretically[/I] do infinite damage if you kept rolling high enough and thus could be cheesed with excessive +hit bonuses), was too slow on updates to support this approach to the problems of dominant strategy and degeneracy in the solution space. If the "dynamic" part isn't actually [I]dynamic,[/I] the approach fails. Yet another reason why actually having rigorous testing, and before that, setting testable and well-crafted design goals, is so important for TTRPG design. [/QUOTE]
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You Cant Fix The Class Imbalances IMHO
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