Results 301 to 330 of 507
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2019-10-10, 05:34 PM (ISO 8601)
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- Oct 2011
Re: Why does the party need to be balanced?
Ah. I think I see your perspective better now? Let's find out.
But, first, a completely different (RPG) take on the tools I provided: flour (great for finding invisible foes, air currents, etc), scent (similar, and more uses), alternate Sense Motive (also via scent), and materials for a silver bullet. And there's several other takes on tools, too. But kudos on your take - it's definitely one of the optimal ones. So let's stick with those two.
Now, let's see if I've got a better handle on your perspective. Although, yes, it's somewhat system dependent.
Interrogating NPCs probably *should* invoice PC social skills to some extent - even if only for an "initial reaction" to know how the NPC will respond. However, this one is actually HUGE. So we'll circle back to it.
Handling the "dog" requires animal handling. Which an NPC has demonstrated that he has. So, anyone who can use the "NPC" object (through social skills, financial capability, or even the power of friendship) has surrogate control of the "dog". But it doesn't take any such skills to notice when the dog becomes agitated.
Gathering information discretely takes social skills. Yup, gotta give you that one. Doing so less discretely might not, depending on how talkative townsfolk are.
Using flour to find invisible foes takes virtually no skill (although combat capable characters will likely be more successful at longer ranges). Detecting air currents… eh, just a modicum of skill required? Easily accomplished by "taking 20", if nothing else.
Forging a silver bullet likely takes skill. But there's probably a tool (ie, a blacksmith NPC) in town who can do that, with no real social skills required to convince him (unless, of course, you're trying to get him to do it for free…).
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Interrogating NPCs. Remember how I said social skills should play a part, but this was huge? OK, let's circle back to that now.
Basically, if the GM / module decides that a particular NPC will only divulge certain information if the PCs can succeed at a certain skill check, then they have gated that information behind that skill. However, if, instead, they decide that the NPC will reveal the information to anyone who asks, or anyone who presents them with the McGuffin information (ie, they gate it behind something that anyone could acquire), then that information is a universally accessable tool.
And that's huge.
Looking at your content - especially the "critical path" content - in terms of who can access what, in terms of how many universal tools vs how many skill-gated tools you have makes a huge difference in how the game plays out, how important buttons on the character sheet are.
And that's why I was saying that, while most content writers are blind to this, they easily could, and arguably should, provide plenty of everyman tools, that any character can access, regardless of skill. To ensure that people who want to participate, can.
And, if they want to guarantee that their module is solvable, they need to provide tools (ie, friendly-able NPCs) with any skills (etc) that are required on the critical path (such as the NPC Baker Devin, with handle animal skill).
Sure, there can be some challenges, and some bonus content, to encourage differentiation and reward specialization. But (IMO) there is little reason for the majority of content to be significantly skill gated - and plenty of reason for it to not be.Last edited by Quertus; 2019-10-10 at 05:38 PM.
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2019-10-11, 02:57 AM (ISO 8601)
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- Feb 2015
Re: Why does the party need to be balanced?
Honestly i think there is a system bias on your side.
D&D has always had crappy skill systems. The skills started being attached as an afterthought as some kind of open gimmick list instead of a comprehensible description of what characters can do, got expanded to a comprehensible system in 3.x but in a way that produced lots of stupid results and then got scaled back in later editions because it didn't really work and people didn't want to invest the time to make it work.
That is why D&D has so much handwaving for everything that is not combat. And people congratulate themself if they can convince a GM of complex solutions while avoiding any actual roll, just like in olden times when you basically failed if you have to roll anything.
Most of that is nonsense. If the module consists only of tools and potential solutions that everyone could use, it makes it kinda irrelevant what kind of characters are even played or how much experience they have/what level they are, doesn't it ?
That is not an ideal. And providing a friendly NPC for every useful skill or tools that every idiot can use, is not much different than providing a couple of powerful mageknights that can clobber any monster if the PCs just ask them so that PC combat ability is not required.
Letting NPCs solve an adventure and being reduced to the damsel in distress calling the brave NPC-heroes for help or at best be some henchman that moves a McGuffin from A to B in a way any untrained cohort or summon could do as well does not actually feel like contributing much. If everything a PC "contributes" is just another warm body, that is not enough.
A module should avoid that most of the times. Instead it should mostly account for solutions that do require skills and provide tools for those. It however should mostly consist of challenges that could be solved in different ways as to not require the group to have a certain special ability or fail. But there is nothing wrong with each or most of those ways actually require some competence or expertise.
Only when the modules has some linchpin where there only are one or two viable ways, all requiring certain skills or special abilities and you fail if you don't have them, only then should a friendly NPC or a tool that can do that be provided.
But let's ignore that even a moment. Even if most of a module is not explicitely skill lockes, it skill would never provide characters that can do less with more power and options than characters that can do more. So my point still stands.
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2019-10-11, 04:43 AM (ISO 8601)
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- Jul 2018
Re: Why does the party need to be balanced?
I didn't really feel I had all that much relevant to say WRT your last post to me, and it had been some time back, which is why I didn't respond. However, since you have asked, I will do so.
I'm saying that, whether it is balance or imbalance, it is a game design choice on the creators' part. And we are embarked--we must choose SOMETHING on the spectrum between "zero balance whatsoever" and "perfect immutable symmetry"--it is not possible to simply choose not to make a choice. Since balance is (pretty much self-evidently) more difficult to create and maintain, a balanced system is better to start from, as balance is much more easily broken than forged. And, as noted previously, no one forces you to use features you don't want to use, meaning simply by choosing not to act, literally anyone can create desired imbalance *from* balance.
probably the most prevalent examples are those who do not want to be forced to participate in the "talky bits"
And, to expand on something NichG said, some players (including me) care most about things that aren't represented in game mechanics (well, or at all).
For some players who care about non-mechanical portions of the game, being "equal" (let alone "superior") can, at times, actively detract from their enjoyment of the game. For various reasons.
Some players care about the stories that they tell. And the story of a group of equals is a valid story… but it's only one of oh so many possible stories. The role of "an equal" is a valid role… but it's only one of many possible roles. Some players enjoy more variety to their stories / roles.
Many people seek out inequality in a game, for various reasons. Some systems make creating such imbalance more difficult than others.
Do you believe that it is easier to create balanced systems, or imbalanced systems? I am of the opinion that it is literally a law of nature that imbalanced systems are always easier to create, except in trivial cases (e.g. an empty centrifuge is always balanced). Dynamic equilibrium that preserves a pattern, rather than simply sliding to the lowest-entropy point, is difficult to achieve.
So, balance is a range, not a point.
There us no such thing as a "balanced" character - there is only "balanced to this group". It's subjective.
Your anecdote does not really apply to my concerns, because (as noted) they were about the play around the rules, and not really the rules themselves--or, they were *literally identical* to my concerns, because you were being denied contribution by the rules themselves, and could not address that meaningfully because the other players were unaware, and thereby trapped by imbalance that could not be addressed by rules-external adjustment.
Your "UBI" analogy is, again, something I consider irrelevant. You are exclusively examining the actual-play aka "post-design" part. I am exclusively examining the in-design aka "pre-play" part. We can balance the system, and equip players and DMs alike to adjust from there.Last edited by ezekielraiden; 2019-10-11 at 10:02 PM.
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2019-10-11, 04:58 AM (ISO 8601)
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- Dec 2010
Re: Why does the party need to be balanced?
I'd argue that when it comes to design, its not a matter of picking a point on this spectrum and aiming at it, but rather it's a matter of picking very many things and weighting their importance in different ways. That is to say, a design philosophy de-emphasizing balance doesn't aim at 'zero balance whatsoever', but rather it says that if other elements (which contribute to the things which are being emphasized) would push the game in the direction of higher or lower levels of balance, the fact that those other elements impact balance wouldn't be taken as a valid reason to not include those things within the context of that design philosophy.
Or to put it more succinctly, I would argue for balance perhaps being seen as a means rather than an end, and that design approaches which take balance as an end rather than a means tend to sacrifice the elements of their franchise which are the most evocative and memorable, because those things are the ones that tend to most obviously be associated with imbalances and, if you're considering them purely from a balance perspective you may miss the reason why those things are effective at establishing the feel of the game or the joy of play.
It's sort of like Goodhart's Law: "When a measure becomes a target, it ceases to be a good measure."
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2019-10-11, 11:17 AM (ISO 8601)
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- Jul 2018
Re: Why does the party need to be balanced?
Okay, so it's a collection of choices, rather than a "I'd like the number 7 please." That does not change the most salient parts: we have control over the result via design choices, we cannot make any choice that gets us off the spectrum, and we cannot choose not to choose at all. We are embarked, and the rules will fall *somewhere.*
As for the other key point you make, see my aforementioned distaste for the "we need to be Just Better than other players to have fun." If the flavor of D&D, a cooperative game, requires options that make some people Just Better than others, then D&D is a game with an identity crisis. Its identity is actively self-contradictory, and it will never fulfill its audience...because intentionally catering to players who require unequal treatment in order to be happy will piss off the guaranteed players who require equal treatment in order to be happy.
To use an MMO analogy: you can make a game that only caters to casual gamers, a game that only caters to hardcore gamers, a game that offers entirely separate content for both, or a game that offers a variety of distinct content pieces that cater to different points on that spectrum. But you cannot make a game that forces everyone through literally 100% of all the content and satisfy both groups. In D&D, it's as if we're requiring that hardcore raiders play alongside uber-casuals, through exactly the same content. The game actively encourages, even mandates pairing Angel Summoner and BMX Bandit. And isnt it just convenient how the preferences that always get catered to are those of "I can ONLY have fun if I get to play Angel Summoner and someone else has to play BMX Bandit" and "I tune out for a bunch of stuff so I'd rather play BMX Bandit while Angel Summoner deals with it," and NEVER the "I wish I could do magic stuff without HAVING to be Angel Summoner" nor "I wish there were an option like BMX Bandit that wasn't so incredibly limited..."Last edited by ezekielraiden; 2019-10-11 at 11:31 AM.
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2019-10-11, 12:39 PM (ISO 8601)
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- Dec 2010
Re: Why does the party need to be balanced?
The distinction is going in saying 'I am going to prioritize the balance I want first, then wherever (other thing) lands I'm going to be okay with that in exchange for having the balance I want' versus 'I am going to prioritize (other thing) first, and wherever balance lands I'm going to be okay with that in exchange for the thing I wanted more'.
To me, putting everything in terms of measuring player contributions against each-other moves the entire framing of the design into terms that I think are counter-productive in many cases, the exception being games designed explicitly as competitive endeavors. It's that framing which is responsible for the false dichotomy between 'care about balance vs cater to players who need to be Just Better than others' - even when I say 'its not about balance at all, its about not being bound by balance' that gets translated (in the balance framing) to a closest match of 'it feels good to be better than someone else', which is not at all the point.
Lets take something like the superhero genre. One way I could approach the game would be to have each type of power be one choice, and the level of the power be another choice such that I try to make every power taken at the same level to be basically balanced against every other power taken at that level, and then have synchronized progression where everyone becomes stronger in sync. Another would be to say 'powers are inherently different in their power scale - the guy with matter control is simply playing a different game than the guy whose only power is blindsight, but we'll be explicit about that fact in the rules and not actually pretend that the matter control guy started with some sort of weak version that just happens to be as potent as blindsight'.
In terms of the setting presented, the sorts of challenges faced by characters in that world, etc, it's a fundamentally different kind of place if there's this conceit that there are waves of supers each with basically synchronized power levels which are growing together, versus if someone can just win the power lottery and suddenly that beggar who everyone spat on has the power of Karmic Backlash and can kill everyone up to the 7th generation who slights him.
Or to go even further, there are some kinds of powers that are basically impossible to balance - powers that let you steal powers, powers which can be banked to grow over time, powers which let you invent powers, powers which let you grant powers, time travel, alternate reality traversal, universe creation, etc. Once you inject a power like that into a game, a character's power doesn't reflect any kind of static level anymore, it's entirely dependent on the player's will. Or even the discussion earlier about how wealth can be unbalancing - from a balanced-focused point of view it would be very easy to convince ones-self that it's a necessary thing to have something like a 'wealth by level' (people get very obsessed with this in D&D in particular), and miss that you could in fact make a bold stroke and allow a player to say, at character creation, 'I want to basically have money: yes' and just see what happens, what sort of things can remain challenges for that group and how the nature of challenge changes as a result.
The potential of actually handing players those kinds of abilities lives in the blindspot that a balanced-centered design philosophy tends to miss out on. And in the end, that kind of game can actually find its own kind of balance, but it almost by definition can't be a balance that originates from the rules - it's a balance that originates organically from the players' minds. I know a DM who, for example, when running D&D told their players 'assign your stats entirely as you like within the 8 to 18 range - put down whatever values you want. If you want all 18s, go for it.' It's interesting that what happens when you do that generally isn't an entire table of people with all 18s.
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2019-10-11, 01:37 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Why does the party need to be balanced?
Oh, completely true… albeit probably not quite the way you think.
So compare
"Officer, what's up?"
"There's been a murder."
with
"Officer, what's up?"
Roll +cool
On 10+, "There's been a murder." (And you can ask 2 questions about the murder)
On 7-9, "There's been a murder." (And the officer considers you a suspect)
On 6-, "like you need to ask" (and the office wants to bring you in for questioning)
I don't actually know if either of those would be valid in Fate, but both are conceptually valid ways to run a (non-fate) game.
IMO, there's a time and a place for a Face, but I think it's best for the health of most games if you don't make the stakes so high, or the roles so common, that no-one except the Face dares open their mouth around NPCs.
Not at all! (Although you've combined two things. I'll try and tease those apart)
So, I think we largely agree, but are approaching it differently.
Suppose the module *requires* the party to use the "dog". And suppose doing so is gated behind high Animal skills. And suppose that there are no NPCs with animal skills. Then, if the party doesn't have animal skills, they cannot complete the critical path, and fail the module.
Suppose the module requires the party to create a silver bullet. And suppose the module contains no silver, and no silversmith. Then, if the party didn't bring silver, and have silversmith skills, they cannot complete the critical path, and fail the module.
There are two (ok, 3) solutions to making the module less "you failed at character creation/selection". First, you could include all the necessary components (animal handling, silver, silversmith) in the module. Second, you could make there be multiple possible paths to success - or even make success conditions very open. (OK, third, you could also explicitly say "you need x Y and z to successfully complete this adventure").
I am suggesting doing both (of the first two). Or, rather, making that your starting point.
But wait, you say, doesn't that make PC ability meaningless? Not at all! If you want to use Baker Devon, you need to convince him (face, money, friendship), and you need to keep him alive. Whereas, if the PCs have the skills, they can focus on other parts of the module, and let their Animal skills be a "win button" letting them bypass the "Baker Devon" content, if they so desire.Last edited by Quertus; 2019-10-11 at 01:46 PM.
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2019-10-11, 03:43 PM (ISO 8601)
- Join Date
- Aug 2010
Re: Why does the party need to be balanced?
In terms of Fate, the first one is what you'd do if the officer was free to give that information and had no reason not to.
The second one would only be a thing if the officer had reason to suspect you in the first place.
The general adjudication method for Fate is:
1) Player says what they do
2) GM considers if the result is obvious; if it is, that's what happens, stop.
3) GM considers how this could go well or poorly.
4) Consult the system to figure out which of those happens
5) That's what happens
Again, the Fate-ish way to handle this is that the system only comes into play if the results are not obvious, and then chooses between GM-provided options of what could happen.
Player tells the guard: "How are you doing sir, I'm just going on my way." No roll required.
Player tells the guard: "If I give you $100, will you look the other way for a minute?" Depending on the guard, they may or may not. Roll.
Player tells the guard: "I'm walking in to rob the place, is that okay?" No roll required, that is not okay.
IOW, the system only comes into play when the outcome is uncertain. So "don't talk to people without skill" shouldn't happen. If it does happen, that's GM failure. What would happen is "if you're trying to convince someone of something, maybe the guy good at it should do it." The harder it is to convince someone, the more you should let the specialist handle it.
In any system I've used and would run, just having the skill isn't a "button" you can "use". It starts with an action in the imaginary world, and you roll if the outcome is uncertain. In other words, you don't get to "I Rapoprt the baker!". You have to figure out what makes him tick, and what he wants, then make him an offer... and then, if it's still uncertain (maybe he wants what you're offering, but he also has a reason to not do what you're asking) you make a roll."Gosh 2D8HP, you are so very correct (and also good looking)"
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2019-10-11, 07:26 PM (ISO 8601)
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- Oct 2011
Re: Why does the party need to be balanced?
And I'm glad you did - your reply gives me a much better idea how much material there is for us to discuss.
If the players want to play Galactus and Ant Man, should the system force their characters to be balanced? If the players want to play Conan and… not Conan… a Thief, should the system force them to be balanced? If players want to play Bill Gates, Einstein, Michael Jordan, Michael Jackson, and Neil Armstrong, should the system force them to be balanced?
If the system is built with "balance" as its prime directive, it unlikely to correctly capture the flavor of these matchups.
A game should choose what it is, and be that. And if that's something (roughly) balanced, great. And if it's Ars Magica, great!
As I keep saying, the good thing about 3e is, you can build characters to whatever balance or whatever imbalance you want.
If you want to play as yourself in a game, and I hand you Thor's character sheet, and I say, "just don't use the bits that don't fit" are you going to feel that the system has succeeded in modeling you? Is it going to feel like you?
If you don't get it, I probably can't explain it. For now, just take it on faith that it's a problem, and ask me about it again if we ever get on similar pages on the rest of this.
Bingo!
It's why ice cream shops serve more than one flavor: because there's no right answer.
3e has amazing accidental success at serving many, many flavors. It provides the tools to create balanced parties, or unbalanced parties, at the group's whim.
3e did so much better: it made a system where either group could be happy.
So, to parrot your question back to you, if you could make a system where some group of people will be unhappy, or one that can serve them all, why not make the latter?
I think I said that already
Everyone plays as Quertus (my signature academia mage for whom this account is named). Perfect balance. Done. So, I guess I'd say that, technically, balance is easiest, because it requires producing the fewest options - 1 - while imbalance requires at least 2 options.
Still not what you're asking, but more Germaine to your point, I think that the system should focus on what it wants to do, and on making that fun. "Balance" (or lack thereof) should be a side effect of the decisions to make a fun game.
Player behaviors? Move into play itself? No, I'm talking about player perception and biases, not that stuff. As I had hoped would be evident from my example of a group that would consider an optimized Tainted Sorcerer BFC God Wizard to not be contributing, because their concept of "balance" amounted to "how much damage you dealt", and that (likely OP to our PoV) character has virtually no damage output capabilities.
I'm explaining why UBI is a pipe dream. And then saying, "but, pretending that it wasn't…”.
The other players weren't unaware, they were incapable of comprehending measuring "balance" by the metric of "contribution". Imagine if I responded to your balance concerns by saying, "but you're the same level as everyone else, so you're balanced", and was unable to comprehend anything but "level" as an indicator of balance.
If you hold my UBI to be irrelevant, then you hold your desire for balance as irrelevant. Because UBI is simply a metric for balance. That doesn't sound like a particularly coherent stance. (Probably because you're wrong about this whole "post" and "pre" stuff. (Yes, historically, I'm often discussing "post" stuff. But I'm not here.) So drop that, and try again.)
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2019-10-11, 07:34 PM (ISO 8601)
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- Oct 2011
Re: Why does the party need to be balanced?
Um… you seemed point on with the rest of the post, but this bit? We lost signal somewhere.
So, I certainly agree with what you're saying about how to befriend the Baker. Which is why I made "Face" (ie, "convince") and "friend" (ie, befriend) as two separate options for getting Baker Devin to use his skills on your behalf. Each with their own pros and cons.
However, the "win button" in this example / in this context was having "Animal" skills, such that you didn't need Baker Devin's help.Last edited by Quertus; 2019-10-11 at 07:37 PM.
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2019-10-11, 07:42 PM (ISO 8601)
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Re: Why does the party need to be balanced?
This entire discussion seems to be predicated on the fact that 3E is easy to balance... a fact which is not in evidence in practical play, rather than forum theory-crafting. Not even in forum theory-crafting, really. Aside from the effort and system mastery required, books don't grow on trees. Quertus' line of argumentation seems to be trying to obfuscate this, as far as I can tell.
Last edited by Morty; 2019-10-11 at 07:42 PM.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2019-10-11, 07:51 PM (ISO 8601)
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- Oct 2011
Re: Why does the party need to be balanced?
Ooh, "obfuscate" is one of my favorite words. But, no, I am not discussing how *easy* anything is, only that it is *possible*. And stating that I've seen it (balance in 3e) from many parties at many tables.
My line of argumentation? Eh, my series of explanations are intended to clarify what I mean by the things that I say, and… hmmm… I suppose both broaden and narrow the conceptual space under discussion.
Once all active participants get on the same page, then I can start in on my line of argumentation.Last edited by Quertus; 2019-10-11 at 07:51 PM.
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2019-10-11, 08:13 PM (ISO 8601)
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- May 2019
Re: Why does the party need to be balanced?
Quertus I think a crucial thing to ask, since I'm not sure it's been said anywhere, what exactly does your party do to maintain balance in your eyes.
How much of it is how the players choose to see themselves and their party (aka do they actually care)?
How much is voluntary character decisions (aka does the cleric just choose not to buff themselves into a combat monster)?
How much is decided in the build stage (i.e. no Pun Pun)?
How much is created by the needs/events of the story (i.e. only the fighter can wield the legendary Sword of Ultra-Killy-Death)?
In addition, how much of this is action from the players and how much is on your part?
Specifics on how your party (including you) implements balance would be helpful, preferably in the form of real examples.Last edited by AdAstra; 2019-10-11 at 08:14 PM.
The stars are calling, but let's come up with a good opening line before we answer
Spoiler: Homebrew of Mine
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2019-10-11, 08:30 PM (ISO 8601)
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- Mar 2015
Re: Why does the party need to be balanced?
I have lost the thread of the conversation at this point. I'm going to try to reset some things:
Why does the party need to be balanced?
My answer is it doesn't have to but that is the design intent of most systems I have seen. So playing balanced PCs generally fits into that mold. Further more I believe that games thrive on meaningful choices (Choices that you understand that have impacts.) and imbalance can reduce the amount of meaningful choices.
Imbalance mostly takes away from the impacts of a choice, it can also reduce knowledge needed to make the meaningful choices in the first place but I will focus on the simpler impact section. I spoke of "meaningful contributions" before and that is the impact of the decision, here how it effects the campaign progress. There isn't a hard line about when an impact becomes meaningful - and we have things like occasional large impacts with larger impacts as a mix - but something that effects a scene is less impactful than something that effects future scenes which is less impactful than something that completely changes what scenes happen later.
A small different in power can lead to a small difference in impact. And a large difference in power can lead to the smaller impact getting completely lost. At that point there isn't a meaningful choice being made any more for the player of the weaker character, because no matter what they do the stronger characters actions will dictate the flow of the game. And that's not fun.
And I say that entirely aware that Quertus is in the thread. Every positive anecdote about character imbalance I have heard has boiled down to 2 options: A) the characters were actually balanced* or B) a player uses something non-mechanical to make a meaningful choice. The former doesn't count and the second is... fine but it is not something you can design for because you can do the same thing with a character more mechanical options.
As for what to do when imbalance is wanted, well by my broader definition I actually wonder if it is. But if it is you can simply not use the tools all your character provides you.
* Close enough to perfect balance that they all could still make meaningful choices.
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2019-10-11, 09:28 PM (ISO 8601)
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- Jul 2018
Re: Why does the party need to be balanced?
The trouble with asking Socratic questions is when you get an answer you don't expect: Yes, I think they should be balanced! Of course, your example is rather flawed since the two don't play together. But to use a practical example of the same bent, systems that allow Superman-like and Batman-like characters to play together do, almost without exception, seek to balance those options somehow. In the rare cases they don't (such as certain editions of Exalted), they admit this and go out of their way to note that (frex) Dragon-Blooded probably will struggle to adventure alongside Solars due to the power differential and players should only engage in this if they're okay with that.
Literally zero versions of D&D have tried for this, and nearly all have spent both actual design effort and published-book/dev-advice text specifically in the opposite direction. I feel confident in saying that while this is an option, the developers are both aware of it and intentionally avoiding it, thus removing it as a consideration. D&D, and PF, want to be balanced, actively elicit feedback on how to become more balanced, and intentionally present their options as balanced...and yet they are not.
If the players want to play Conan and… not Conan… a Thief, should the system force them to be balanced?
If players want to play Bill Gates, Einstein, Michael Jordan, Michael Jackson, and Neil Armstrong, should the system force them to be balanced?
If the system is built with "balance" as its prime directive, it unlikely to correctly capture the flavor of these matchups.
As I keep saying, the good thing about 3e is, you can build characters to whatever balance or whatever imbalance you want.
If you want to play as yourself in a game, and I hand you Thor's character sheet, and I say, "just don't use the bits that don't fit" are you going to feel that the system has succeeded in modeling you? Is it going to feel like you?
If you don't get it, I probably can't explain it. For now, just take it on faith that it's a problem, and ask me about it again if we ever get on similar pages on the rest of this.
Unbalanced systems are difficult, sometimes extremely difficult, to make balanced. It can sometimes require constant, active re-design during use. By analogy, consider the F-117 Nighthawk: an inherently unstable plane that, technically speaking, should not be able to fly any meaningful distance. It can only do so because active, continuous computer adjustment of the aerofoil overcomes just enough of the inherent stability to keep it flying where the pilot wants, and it must be done by computer, a human isn't fast or observant enough. My experience of 3rd edition--3e, 3.5e, Pathfinder, etc.--has conformed without exception to this. A human DM can make dynamic adjustments to patch the ever-growing number of holes, but eventually they will just wear out.
By comparison, balanced systems are usually quite easy to make unbalanced. Analogically: How many ways are there to take a perfectly stable aircraft and make it crash? Since you don't seem to care much for the "you aren't forced to use it" argument, here's another: 4e, though (in)famous for its balance, has no less than four mechanics that can be trivially altered (in multiple ways each, some even actually done by real DMs!) to break the balance wide open (Daily powers, XP budget, healing surges, . Of course, if you're shooting for very specific kinds of imbalance, that's different--but you have thus far only argued imbalance in the generic, and have (to the best of my knowledge) explicitly either agreed with my opposition to, or have not agreed but argued your position meaningfully differs from, "I want *my* preferences to be Just Better than the alternatives."
Producing instability out of stability is quite easy; producing stability out of instability is fiendishly difficult. Producing imbalance out of balance is trivial; producing balance out of imbalance is incredibly hard. (See below for the one exception that I already called out and am mildly annoyed that you seem to have ignored me doing so.)
Bingo! It's why ice cream shops serve more than one flavor: because there's no right answer.
3e has amazing accidental success at serving many, many flavors. It provides the tools to create balanced parties, or unbalanced parties, at the group's whim. <snip> 3e did so much better: it made a system where either group could be happy.
So, to parrot your question back to you, if you could make a system where some group of people will be unhappy, or one that can serve them all, why not make the latter?
Everyone plays as Quertus (my signature academia mage for whom this account is named). Perfect balance. Done. So, I guess I'd say that, technically, balance is easiest, because it requires producing the fewest options - 1 - while imbalance requires at least 2 options.
Still not what you're asking, but more Germaine to your point, I think that the system should focus on what it wants to do, and on making that fun. "Balance" (or lack thereof) should be a side effect of the decisions to make a fun game.
Player behaviors? Move into play itself? No, I'm talking about player perception and biases, not that stuff.
The other players weren't unaware, they were incapable of comprehending measuring "balance" by the metric of "contribution". Imagine if I responded to your balance concerns by saying, "but you're the same level as everyone else, so you're balanced", and was unable to comprehend anything but "level" as an indicator of balance.
If you hold my UBI to be irrelevant, then you hold your desire for balance as irrelevant.
Your UBI is flawed not because it is a balance metric, but because it is merely a ranking, when it needs to be a statistical range. You wanted to disprove balance metrics in the abstract, but literally none of what you said applies to statistical modelling of a numerical-valued system.
Of course, you can rebut that some mechanics have no definable numeric impact whatsoever. That's going to be a hard sell, since even things like fly and clairvoyance admit at least SOME attachment of numeric values, such as "expected attacks avoided" and "expected auto-success knowledge checks" or what-have-you, just to give emphatically non-exhaustive examples. But let's say you do come up with actual, meaningful mechanics that really affect results, but in an entirely un-numeric way--you will have identified a part of the ruleset that needs special handling, and thus either (a) something that should be commonly accessible, so everyone benefits; or (b) something that should be used very sparingly and with clear warning to DMs and players that it can be game-altering.
Because UBI is simply a metric for balance. That doesn't sound like a particularly coherent stance. (Probably because you're wrong about this whole "post" and "pre" stuff. (Yes, historically, I'm often discussing "post" stuff. But I'm not here.) So drop that, and try again.)Last edited by ezekielraiden; 2019-10-11 at 10:17 PM.
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2019-10-11, 09:32 PM (ISO 8601)
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Re: Why does the party need to be balanced?
This is the Dekker problem in Shadowrun. If 1/2 the party is good at A, and the other half is good at B, and this specialization is so extreme that the half that is not good at the task at hand may as well do nothing, then only half the group is playing at a time. This defeats the purpose of a social game.
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2019-10-11, 10:17 PM (ISO 8601)
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Re: Why does the party need to be balanced?
So is there a player, EVER, that has said "yes, I want to play a fighter in a game with wizards, and for me to have fun, I really want the wizard to outclass me in pretty much everything"?
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2019-10-11, 10:40 PM (ISO 8601)
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Re: Why does the party need to be balanced?
I find that 'imbalance is wanted' is usually a reference to how different sorts of players want different amounts of spotlight. There are people who want to go through a game doing very little at the table, whether due to introversion, shyness, or just an intent to relax and put little energy into the overall activity, and they may speak rarely, offer plans never, and mostly contribute to the group by fulfilling some rote mechanical need while contributing little to the story. By contrast, there are also players who want to be involved in everything, feel a need to comment on all decisions, and genuinely feel underserved if they aren't doing something all the time due to some combination of extroversion, dominant personalities, and a general tendency to chatter.
However, the solution to this different types of players is very much not to give them characters of different power levels mechanically, whether to play for or against these types. Mechanical balance is, in fact, a critical tool in the TTRPG box of table management tools as a way to keep domineering players from running roughshod over everything and in giving more reserved players a chance to shine when they desire it.
Some groups don't need mechanics to have a great collaborative storytelling experience at the table. They can have a great time freeform roleplaying. That's fine for them, but many groups are not capable of this and it is the latter component that matters when considering design needs. What you and a group of really close friends can make work through informal rulings, ad hoc GM decisions, and unspoken agreements tells us almost nothing about the needs of a group of strangers joining up online or at a convention.
I agree that balance can be related to meaningful contributions and meaningful choices, and would extend that to the idea that balance is intended to provide a framework such that each player - in the core of ordinary gameplay for the system - ends of having the opportunity to make roughly the same amount of choices and contributions as everyone else. Balance is not intended to produce equal outcomes. A quiet player may habitually neglect the majority of opportunities and delegate the majority of their choices to other party members, and a highly invested player may make a point of seizing every possible choice with both hands and feet, but that should be the player's (and to some extent the GM's) choice, not something that is dictated by the system itself.
This, by the way, is one of the many areas in collaborative role-playing where the needs of the game must override the desire for both verisimilitude and good storytelling, similar to the 'don't split the party' principle. In an sort of real scenario of a group of people working together to solve a complex problem you would inevitably encounter components that only one person has the skills to do anything about and they would go off and work on it by themselves for a while, but if you let that happen in game everything comes to a screeching halt.
Originally Posted by kyoryu
In fairness, this can happen accidentally or simply reflect out-of-game preferences. For example, there are Werewolf players who would do almost anything to play as Bastet rather than Garou and never mind and mechanical imbalances simply because they like cats better than dogs. D&D 3.X includes elements of this. While wizards were always more powerful than fighters, the gulf widened massively due to a series of changes between 2e and 3e that happened to synergize in particular ways the authors clearly did not fully anticipate - the combination of HP inflation and changing the Saving Throw system is one piece of it - such that wizards became monumentally more powerful than fighters at a surprisingly early level point.Last edited by Mechalich; 2019-10-11 at 10:51 PM.
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2019-10-11, 11:22 PM (ISO 8601)
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Re: Why does the party need to be balanced?
As noted by others above, no. Hence why I haven't really addressed that desire, and instead its reversed-perspective counterpart ("yes, I want to play a wizard in a game with fighters, and for me to have fun, I really want to outclass the fighter in pretty much everything") because that seems to be what people call on when they say that people are "used to" certain powerful abilities being available. That is, doing anything which might upset the "I [a wizard] really want to outclass the fighter in pretty much everything" status is often held to automatically make a game unpopular, and I disagree with that notion. Particularly since so many designers openly say that they want to avoid that sort of thing, and in so many games, the descriptive text implicitly denies that that is true.
However, also as noted by others above, there really are people who want to "play D&D" and yet ignore half or more of the actual process of playing D&D...and, if Quertus' arguments are to be taken seriously, some of them get actively upset when you simply furnish them with some ways to do that, even if they can totally choose not to use them. 5e did a Good Thing, IMO, by explicitly stating that D&D has at least three "pillars" in it: combat, socialization, and exploration. They stumbled, again IMO, by failing to follow through with what that means: if those three things are fundamental to the experience, every class should contribute to them. Having one class that contributes lots and lots to just one pillar and almost not at all to the others is maybe workable if players are properly warned about the extremely slanted focus of that class, but 5e doesn't do that. Worse, instead of actually making that class (Fighter, naturally) be genuinely stand-out in that field, it's merely fairly well-balanced in that field (certain exceptions aside) and thus is less "lots and lots to one pillar and almost not at all to the others" and more "normal in one pillar and almost not at all in the others."
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2019-10-11, 11:22 PM (ISO 8601)
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Re: Why does the party need to be balanced?
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2019-10-12, 12:14 AM (ISO 8601)
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Re: Why does the party need to be balanced?
@ezekielraiden - the more we talk, the less we seem to understand each other. An alternate approach may be in order. Because I can't even figure out… hmmm… I guess not "where the disconnet is" but "where common ground to start on is".
Hmmm… I'm probably not completely understanding your request, but let's start here: I've detailed a perfectly functional method in other threads. Well, except I left out step 0: the group shares a common definition of "balance". Without that, this fails.
So, the group establishes a balance range. The GM creates the module. The GM creates some sample characters who can go through the module at the "median" level. The group creates the party within the group's balance range. Done.
This does not involve "playing dumb" (that's something mostly seen in the party where Quertus (my signature academia mage, for whom this account is named) exhibits decidedly inferior performance to the party muggles - there is no balance there) - this is handled at the build stage, by players who care, about both the game and the group. If a player realizes that they have failed to build correctly, they (usually ask, and) rebuild their character to be balanced.
I struggle to see how this is hard enough that people have to ask questions.
You want to build a city with "balanced" buildings, which you define as "reasonably similar height". OK. You pick a height range, and people build buildings. If someone's building clearly isn't the right height, they fix it - tearing it down and starting over if they have to, with help from others as needed.
How is this a conversation?
So, what do you actually want to know?
Some people play the harmony, others play the melody. Some people - who often think one is "no fun" or "pointless" - can only hear or appreciate one. But others can hear and appreciate the entire composition.
That's my best guess as to why I look at what you wrote, and say "no".
Yes, if you're playing Aunt May, and you're expecting to punch out violence alongside Superman, you're not going to have a good time. However, if you signed up for Aunt May because you liked the (small) role that she brings to the table, then you can have fun.
Not everyone signs up for the lead in a play. But a lesser impact shouldn't be equated with no impact. Do note that I've played the latter. And that few people *actually* have 0 impact.
Playing the melody and playing the harmony is, I suppose, playing two different games, and I suppose you could call them balanced by being unbalanced, but I suspect we'd be talking in circles at that point.
And, while my Sentient Potted Plant by definition could only contribute through "something non-mechanical to make a meaningful choice", well, surely if one accepts "0" as a valid, fun mechanical contribution, one must also accept some number greater than zero yet still much, much less than the rest of the party for mechanical contribution as being valid and fun, no?
Also, we've got to be careful of word games here, since you're defining "balanced" in terms of contribution, whereas most (including myself in recent posts, iirc) are speaking of mechanical balance.
Switch those two, ever asked to play a useless Wizards in a game of awesome Fighters, and I'll say, "yes, me!".
I don't much like playing Fighters.
But I have played a Sentient Potted Plant. That's (from y'all's PoV) worse than a Fighter, no?
Look, the point of the game is to get together with friends, have fun, maybe make a good story? You could play a Wizard, I can play a puppy dog, and we could have a good time. Or I could play the Wizard, you the puppy dog, if you prefer.
But start spending too much time caring about balance, and the odds of a good time steadily diminish.
Mind you, I consider "rules lawyering" a good time. But balance? It's toxic. It's bean counters constantly looking over their shoulders at other bean counters. Rules lawyering, by contrast, is a "one and done, made the game better" thing.
Sign me up for the puppy any day.
EDIT:Oh, then definitely me with wanting my Wizards to be weaker than Fighters.Last edited by Quertus; 2019-10-12 at 12:24 AM.
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2019-10-12, 12:19 AM (ISO 8601)
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Re: Why does the party need to be balanced?
With regard to people being 'used to' the availability of certain powers, there's multiple issues. First of all, there's the literal case - some gamers have played the same system (and occasionally the same characters) for decades of real time and they get used to certain character types having access to certain abilities as part of how that character type works and they view the loss of any such abilities as unfair nerfs. A druid's wild shape ability is a good example here: Wild Shape is a staggeringly powerful ability that is often severely unbalancing, but druid's have had it for so long that taking it away from the class would be met with protests. In the case of wizards this sort of conservation of in-game abilities mostly takes the form of a variety of overpowered spells that have existed since 1e that no one has the guts to remove or significantly change. Note that you can see evidence of this kind of pressure when you compare D&D to games that also use the D20 system and have a similar focus - the best most recent example being Starfinder. That game just outright eliminated spell above 6th level, a huge boost to upper level class balance, but something you could never get away with in D&D.
Secondly, there's the issue of powers that are naturally associated with various archetypes in the grounding fiction that players expect characters with a certain label to have. This is more nebulous, but in generic high fantasy there are certain that 'wizards' are presumed to be able to do, like fly, and taking those abilities away creates a dissonance between the players and the game. D&D, with it's kitchen sink design scheme, is particularly vulnerable to this since if a power exists in fantasy the feel obligated to provide it and clever players find ways to acquire any ability present in the game (even if it's supposed to belong only to rare antagonists) and turn it to their advantage.
However, also as noted by others above, there really are people who want to "play D&D" and yet ignore half or more of the actual process of playing D&D...and, if Quertus' arguments are to be taken seriously, some of them get actively upset when you simply furnish them with some ways to do that, even if they can totally choose not to use them. 5e did a Good Thing, IMO, by explicitly stating that D&D has at least three "pillars" in it: combat, socialization, and exploration. They stumbled, again IMO, by failing to follow through with what that means: if those three things are fundamental to the experience, every class should contribute to them. Having one class that contributes lots and lots to just one pillar and almost not at all to the others is maybe workable if players are properly warned about the extremely slanted focus of that class, but 5e doesn't do that. Worse, instead of actually making that class (Fighter, naturally) be genuinely stand-out in that field, it's merely fairly well-balanced in that field (certain exceptions aside) and thus is less "lots and lots to one pillar and almost not at all to the others" and more "normal in one pillar and almost not at all in the others."
As it stands D&D has certain balance problems that are almost fundamentally baked in to the game. When WotC actually imposed changes extensive enough to solve them - through 4e - everyone claimed that it 'was not D&D' and they weren't wrong. The balance issues of D&D can be mitigated, particularly by certain worldbuilding choices (making high-level wizards really rare, removing certain monsters from the setting, etc.), but never eliminated.
Originally Posted by kyoryu
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2019-10-12, 12:32 AM (ISO 8601)
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Re: Why does the party need to be balanced?
You can't have a balanced game without cutting most of the character variety concept in D&D 3E. This variety is the main draw of 3E, so if you were to do that, why play 3E in the first place ? It sucks for balanced gamed.
If you want balance, you are better off using a different system.
Everyone plays as Quertus (my signature academia mage for whom this account is named). Perfect balance. Done. So, I guess I'd say that, technically, balance is easiest, because it requires producing the fewest options - 1 - while imbalance requires at least 2 options.
This is why a system that provides both balance and options is just better. Yes, it is also significantly harder to write. But that only means that it is also difficult to introduce balance by houserules so it t really important the system already has it by the book.
I occassionally do enjoy playing sidekick or comic relief characters. I haven't done so in a D&D game of any kind and i don't need the strange fighter - wizard thing D&D has going on to do so, but i reasonable could imagine some D&D players having such a wish occasionally.
But it is generally easy to make intentionally a bad character or to play to the weaknesses instead of the strenghts of a character, so we really don't need the system to enforce such stuff.Last edited by Satinavian; 2019-10-12 at 12:39 AM.
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2019-10-12, 01:16 AM (ISO 8601)
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Re: Why does the party need to be balanced?
Quertus I’m asking for an actual example of what happens, not a generalized formula
Gimping an otherwise strong character class/race/build is easy, making a normally weak class/race/build stronger is usually not, especially without significant homebrew. Do your characters that have “strong” choices always need to reign themselves in, or do you have an actual way of making the characters with “weaker” choices stronger.
So part of the point I’m making (though not the whole of it), is that it’s easy to make a weak wizard, the problem is making a strong fighter.
I will point out that “strong” as used in this text is not only combat strength, but in terms of overall ability to contribute to the success of the party. Even a combat god would be a fairly weak character compared to someone who can be a combat god and also good at exploring and socializing.Last edited by AdAstra; 2019-10-12 at 01:27 AM.
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2019-10-12, 02:52 AM (ISO 8601)
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Re: Why does the party need to be balanced?
Agreed, but vital caveat: those things are not "naturally" associated, they are historically associated. Maybe semantics, but "naturally associated" implies inherentness, implicitly validating the never-take-my-toys-away position. I think you don't strictly mean that, just that it's an assumption people have picked up over time, which is fine. 13th Age AMAZINGLY fixed the Druid Problem: Druids pick from six different talent groups, at Initiate (1 point) or Adept (2 points). You have 3 talents to spend between Animal Companion, Elemental Caster, Shifter, Terrain Caster, Warrior Druid, and Wild Healer. (The two caster options do slightly different things.) It manages to recognize that Druid IS a grab-bag, without going all the way to "and therefore you should get 3 classes' worth of abilities."
D&D occupies a weird place between wholly generic systems designed to be used as toolkits to build your game and systems designed to model a specific setting produced by a team of writers, owing in large part to its genesis in the very early era of RPGs.
As it stands D&D has certain balance problems that are almost fundamentally baked in to the game. When WotC actually imposed changes extensive enough to solve them - through 4e - everyone claimed that it 'was not D&D' and they weren't wrong.
The balance issues of D&D can be mitigated, particularly by certain worldbuilding choices (making high-level wizards really rare, removing certain monsters from the setting, etc.), but never eliminated.
Deliberately self-imposing a weakness of that sort is antithetical to the game model.
Okay, though I feel like I'm being yanked around here. I've done as asked, but the criteria keep changing (or so it seems).
So, the group establishes a balance range. The GM creates the module. The GM creates some sample characters who can go through the module at the "median" level. The group creates the party within the group's balance range. Done.
If a player realizes that they have failed to build correctly, they (usually ask, and) rebuild their character to be balanced.
How is this a conversation?
Not everyone signs up for the lead in a play. But a lesser impact shouldn't be equated with no impact. Do note that I've played the latter. And that few people *actually* have 0 impact.
Also, we've got to be careful of word games here, since you're defining "balanced" in terms of contribution, whereas most (including myself in recent posts, iirc) are speaking of mechanical balance.
Switch those two, ever asked to play a useless Wizards in a game of awesome Fighters, and I'll say, "yes, me!".
I don't much like playing Fighters.
But I have played a Sentient Potted Plant. That's (from y'all's PoV) worse than a Fighter, no?
Mind you, I consider "rules lawyering" a good time. But balance? It's toxic. It's bean counters constantly looking over their shoulders at other bean counters. Rules lawyering, by contrast, is a "one and done, made the game better" thing.
That is, in an unbalanced game, I have to always be on the lookout for whether I'm being impeded by the system from doing what I want to do with the options I find cool, or worse, that I'm going to piss in my friends' cheerios by invalidating what they like to do. I am always afraid that I'll mess it up. If I'm a Fighter-type, I'm afraid I'll be dead weight, or worse, the very petulant ass-hats you speak of. If I'm a powerful uber-caster (and yes, I have played one as well, and enjoyed it!), I fear I'm going to crowd out my friends, make them feel like it's my game and they're just witnesses.
Oh, then definitely me with wanting my Wizards to be weaker than Fighters.
(Incidentally, I'm using "powerful" in the same way AdAstra is using "strong"--holistically, referring to a variety of different kinds of power, rather than strictly one singular axis or enumeration. Which, yes, means I'm counting "versatility" as a form of "power"...but if you've ever read any Wizard guides, as I'm sure you have, you know that that was already an accepted truism among Wizard players.)Last edited by ezekielraiden; 2019-10-12 at 03:00 AM.
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Re: Why does the party need to be balanced?
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Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2019-10-12, 05:05 AM (ISO 8601)
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Re: Why does the party need to be balanced?
I think those particular worries are in fact what Quertus is referring to as 'bean-counting'. The idea that, e.g., if someone else is able to do something that you think is cool, it would invalidate the meaningfulness of your ability to do it too, or that you need to be concerned at all about whether you're 'dead weight' are associated with a particular mindset that need not be universal.
Lets say, for example, I'm really interested in transhumanist ideas and want to explore that broad kind of thing in a game. I might hold, for example, that my goal is to transcend the limits of flesh and become immortal (for concreteness, lets say I want to beat old age). If someone else in the party starts the game already being immune to aging, I'm not going to say 'oh, you're already filling the party role of an immortal, I guess it doesn't matter if I become immortal too anymore'.
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2019-10-12, 05:32 AM (ISO 8601)
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Re: Why does the party need to be balanced?
No it matters a lot.
because then its like "well you already achieved that, you made my goal irrelevant by starting out with it, how could you?" their goal becomes nothing but figuring out how replicate the other character rather than it being their own journey. it becomes easy because they can just ask this guy next to them how to do it or contribute this sample of them to study to replicate this and that, speeding up everything and boom you've done it quickly rather than it being an actual journey with an actual struggle. thus making the goal irrelevant by giving it too much easy access. easy goals are irrelevant goals. if a character has a goal, they should have to fight for it with all they got.
you'd have to give me a lot of reasons why this doesn't impact the length or hardness of the journey so that its too convenient.
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2019-10-12, 05:43 AM (ISO 8601)
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Re: Why does the party need to be balanced?
From the character point of view: well, not to put too fine a point on it, but if they're immortal and I'm not, and 100 years pass, it's not me that's going to still be alive. Their immortality is, if anything, a major boon to me - because it means that I could actually use their success as a plot hook to start my own journey.
From my point of view: It's not the hardness or length of the journey that is compelling to me, it's the exploration of the idea of 'immortality being possible changes things and how characters would relate to the world and themselves - I want to immerse myself in that whole thing'. Having demonstrated successes sets the stage and creates immortality-themed elements for me to interact with before actually achieving it myself. The fun of it isn't 'I got there first' or 'I have it and you don't' or 'look, I'm being useful' - it's just a different thing.
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2019-10-12, 05:55 AM (ISO 8601)
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Re: Why does the party need to be balanced?
In cases of RPG balance 'dead weight' is usually something with a fairly literal interpretation. Specifically, a character who is sufficiently weak that other characters must actively protect them in order to prevent their death. People worry about this quite commonly, even in highly balanced games like MMOs, where players regularly fear having to be 'carried' through group content or complain about having to carry others. And, in MMOs and other video games this can even be mathematically modeled - such as characters not hitting necessary DPS benchmarks in order to successfully complete encounters. While tabletop scenarios are nowhere near as strict it remains a fairly obvious balance issue is one character is completely unable to force any sort of meaningful resource expenditure from an enemy, or conversely if another is able to easily solo a group encounter.
In tabletop the GM can, and should, adjust encounter difficulties to properly match the abilities of the party as a whole, but this only works if the party members have abilities that are within a certain level of variance. If an attack that will outright character A won't even muss the paint on the armor of character B, then you have a problem, and during chargen and XP distribution players will often be plagued by whether or not they are creating a situation that renders another member of the party irrelevant or whether or not their build makes them too weak. To use a personal example, in an early 3e D&D campaign I played a character obsessed with fighting the undead. I wanted to advance in the Hunter of the Dead PrC, because that seemed like an appropriately flavorful thing to do. However, it quickly became clear that simply advancing as a cleric was vastly more efficient in achieving that goal, and in fact the entire PrC is pretty much a trap option because advancing as a cleric will almost always be better at anti-undead functions. So the game's production of options that weren't balanced interfered with my chosen character concept even though it was one the game specifically claimed was supported.
Lets say, for example, I'm really interested in transhumanist ideas and want to explore that broad kind of thing in a game. I might hold, for example, that my goal is to transcend the limits of flesh and become immortal (for concreteness, lets say I want to beat old age). If someone else in the party starts the game already being immune to aging, I'm not going to say 'oh, you're already filling the party role of an immortal, I guess it doesn't matter if I become immortal too anymore'.
For a more banal example, it's a common fantasy trope to play a commoner who wishes to, through heroic deeds and the like, to attain noble rank. However, if another member of your party is the Prince, they can just declare you a noble and have done from the first session. A character who has the power to, through minimal effort, fulfill the goals of another character represents a major source of power imbalance.
This is one of the reasons why extreme wealth is so often a massive balance problem, because money, when leveraged properly, can solve almost any problem (for a master class in how this works, read The Count of Monte Cristo).Last edited by Mechalich; 2019-10-12 at 05:58 AM.