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<blockquote data-quote="Tony Vargas" data-source="post: 6006810" data-attributes="member: 996"><p>The current playtest has many of the attributes that has made D&D poorly or 'delicately' balanced in the past. It's clearly poorly balanced in that relative class effectiveness can't help but swing significantly between single-encounter and multiple-encounter days, for instance. Just look at the numbers. A playtest party likely has 6 dailies - in the hands of only two of the characters. In a single-encounter day, a character using a daily spell in each of three rounds is going to wildly out-perform compared to using one daily per encounter in a 3-encounter day, or having to get by with at-wills for at least one encounter of a 4-encounter day. </p><p></p><p>A game with perfect balance would have an unlimited number of choices all of which would be both meaningful and balanced. Impossible? Yes. Boring? No way.</p><p></p><p>I'm just looking at what happened and analyzing it from the perspective of what was /different/ from prior rev-rolls. 4e made radical mechanical changes - but so did 3e, so that's unlikely to be the true culprit. The GSL is the glaring difference. I think it's only one of a number of factors - but, I think it's the key one, because it and the others fed on eachother, snowballing, or, as you put it, creating a 'firestorm' (surprisingly apt definition: "a large usually stationary fire characterized by very high temperatures in which the central column of rising heated air induces strong inward winds which supply oxygen to the fire.")</p><p></p><p>Sure. I play 1st-ed Gamma World, even though it's a terribly primitive and broken little game, because I do have a certain nostalgia for it (driven, mainly, I think, by not getting to play it as much as I'd've liked to when I was a kid). But, I don't campaign to bring it back, nor do I dis every other version of Gamma World (though, for the record: the 3rd, 5th, and 6th editions were /aweful/). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Now, if there were someone who had somehow gotten the rights to re-create Gamma World, and was churning out new material for it to a roar of approval from other Gamma World fans, I just might get a lot more active in expressing my feelings about that game...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6006810, member: 996"] The current playtest has many of the attributes that has made D&D poorly or 'delicately' balanced in the past. It's clearly poorly balanced in that relative class effectiveness can't help but swing significantly between single-encounter and multiple-encounter days, for instance. Just look at the numbers. A playtest party likely has 6 dailies - in the hands of only two of the characters. In a single-encounter day, a character using a daily spell in each of three rounds is going to wildly out-perform compared to using one daily per encounter in a 3-encounter day, or having to get by with at-wills for at least one encounter of a 4-encounter day. A game with perfect balance would have an unlimited number of choices all of which would be both meaningful and balanced. Impossible? Yes. Boring? No way. I'm just looking at what happened and analyzing it from the perspective of what was /different/ from prior rev-rolls. 4e made radical mechanical changes - but so did 3e, so that's unlikely to be the true culprit. The GSL is the glaring difference. I think it's only one of a number of factors - but, I think it's the key one, because it and the others fed on eachother, snowballing, or, as you put it, creating a 'firestorm' (surprisingly apt definition: "a large usually stationary fire characterized by very high temperatures in which the central column of rising heated air induces strong inward winds which supply oxygen to the fire.") Sure. I play 1st-ed Gamma World, even though it's a terribly primitive and broken little game, because I do have a certain nostalgia for it (driven, mainly, I think, by not getting to play it as much as I'd've liked to when I was a kid). But, I don't campaign to bring it back, nor do I dis every other version of Gamma World (though, for the record: the 3rd, 5th, and 6th editions were /aweful/). ;) Now, if there were someone who had somehow gotten the rights to re-create Gamma World, and was churning out new material for it to a roar of approval from other Gamma World fans, I just might get a lot more active in expressing my feelings about that game... [/QUOTE]
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