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1 year ago ::
May 01, 2012 - 7:26AM
#261
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@Abdul, @Tony_Vargas I meant encounter level. I would surmise that no encounter level + 4 challenge could take my group in a plain vanilla fight. It wouldn't be in doubt. I do think a DM could construct some situational advantages that might help the game. This is the DM fixing it issue though which 4e people are constantly decrying 3e people for. It's fine to have interesting terrain or unusual circumstances sometimes. Not every time. It doesn't make sense. Sometimes you really do just come upon monsters in the open.
@Tony_Vargas Sorry I was unclear. I'm talking about encounter levels that get far beyond anything recommended in the DMG in an effort to create challenge.
@MeCorva I would say that some people would say those people enjoying Pathfinder right now are enjoying an imbalanced game. I might even agree that it is more imbalanced than 4e.
I agree most people want balance. I don't agree that it is equally important to all play styles. A simulationist is likely less focused on that one thing than say a gamist.
Heh, you haven't played in my game. I have very little need of leveling up challenges to any extreme degree. If you think you're going to curb-stomp my level + 4 challenge, bring it on, lol. There is no such thing as a "plain vanilla fight". Any DM who is resorting to absurd overleveling of encounters is missing the boat. Read the encounter design sections of DMG1 and DMG2...
Running into some monsters "in the open" is of course possible. There are several scenarios. If it is just some bog-standard wandering orcs or something then what is the point of a hard encounter? Make it an easy quick level-1 job with a bunch of minions or a skill challenge or something. It is simply not a worthwhile encounter. OTOH lack of terrain IS terrain itself and in any case there's no such thing on Earth as "empty terrain". If I have a nice Blue Dragon wander by while you're out in some hypothetical billiard-ball world flat plain you're hosed. I don't care if its a level -4 encounter, you're outranged and there's no way you can fix it, prepare to die. OK, that would be boring, but again why would you create such a completely vacuous encounter and insist on making it combat? Misusing the game isn't something you can criticize the game for.
Pathfinder is a different game, and it has its own (rather serious IMHO) problems. No game is perfect. The question is are you identifying the right elements to change in order to make a better game? IMHO this fetish with imbalance is misguided.
That is not dead which may eternal lie
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1 year ago ::
May 01, 2012 - 7:49AM
#262
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Date Joined:
Feb 16, 2012
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in boy scouts we used to say things like "be prepared". In our games, how you build your character is every bit as important as how you grow your character. Balance is less of an issue, and more a reflection of whether how you've prepared yourself for your future lines up with the encounters experienced by your choices. So for instance, if I spent my whole life studying ghosts and necromancy, and then get accidentally shunted into Ravenloft, it's not my fault that I'm kicking butt in the Haunted houses, compared with the fighter who decided Magic is for weaklings or the Ranger who specialized in Desert survival.
When you look at the big picture, it takes a particularly lame game to have balance, because your game mechanics must be so stringent that situational advantages don't exist or are toned down to such an extent they don't matter. A real roleplaying game should have Home turf advantages, fish out of water penalties, clashing dichotomies, and Deus Ex Machina to set things right when it all goes to Hades. It is a fool's errand to try to enforce more balance than that.
Options are Liberating
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1 year ago ::
May 01, 2012 - 8:34AM
#263
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You're right, its not your fault. Its the DM's fault for taking the game in a direction that invalidates two out of three players' character choices.
Balance has nothing to do with your example, and your example is extremely "small picture."
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1 year ago ::
May 01, 2012 - 8:40AM
#264
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You're right, its not your fault. Its the DM's fault for taking the game in a direction that invalidates two out of three players' character choices.
Balance has nothing to do with your example, and your example is extremely "small picture."
In the example provided, no character choice was "invalidated". Just because a character is in a 'fish out of water' scenario doesn't suddenly make the character concept invalid. Overcoming obstacles for which you are unsuited is the very essence of heroic storytelling.
I think it would be a blast to play the magic-phobic fighter in the Ravenloft setting - and it would make for stories that were told by players for years to come. The memorable tales are often those where you handle the unexpected, rather than when your character did exactly the task for which they were built.
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1 year ago ::
May 01, 2012 - 8:51AM
#265
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Who said magic phobic? The example said "magic is for weaklings."
Just because you personally enjoy the idea of playing a comic relief fighter, does not mean that the fighter class, or indeed any class, should be designed with that in mind. Which is the point of the thread.
Besides, balance is the wrong word to use anyway, the current buzzword is parity, and its a better fit.
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1 year ago ::
May 01, 2012 - 9:03AM
#266
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Who said magic phobic? The example said "magic is for weaklings."
Sorry if vernacular language is an issue with you. But I suppose nit-picking a single adjective is easier than addressing what is actually written.
Just because you personally enjoy the idea of playing a comic relief fighter, does not mean that the fighter class, or indeed any class, should be designed with that in mind. Which is the point of the thread.
I'm looking for where I mentioned comedy but can't find it. Are you responding to some different poster but just quoting me?
Besides, balance is the wrong word to use anyway, the current buzzword is parity, and its a better fit.
Maybe I should start using the current buzzwords, then, since you don't seem to understand what I'm writing.
But 'balance' is the word in the title of this thread. So I think I'll use it.
There are all kinds of balance. Balance in combat is generally the least of our worries when we game. The most important balance for us is story time. Every player should have a reasonably equal amount of time 'in the spotlight', where they can develop their character concept.
Providing hooks into back story, NPCs who have a tie to each character, and "special episodes" for all the players where they get their chance to shine - these are the things that give balance in our games. Worrying about who does more killing at a specific level seems small in comparison. In fact - putting in artificial systems to try and make all the characters balanced in combat takes away from some authenticity of the story. Not sure how much I'd enjoy LoTR if Aragorn stood as much chance against the Balrog as Gandalf or Pippin.
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1 year ago ::
May 01, 2012 - 10:17AM
#267
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Date Joined:
Aug 27, 2007
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I meant encounter level. I would surmise that no encounter level + 4 challenge could take my group in a plain vanilla fight.
What level? I'm pretty sure I can create a broken* set of critters that will challenge any group of PCs, though my familiarity with epic level is poor.
*4e xp values are more indicative of real difficulty than 3e CR, but they're hardly perfect.
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1 year ago ::
May 01, 2012 - 10:24AM
#268
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Perhaps I'm reacting to his choice of Ravenloft. I'm reasonably sure Shintashi has read the 2nd edition Ravenloft rules. Ravenloft wasn't designed as a 1 or 2 encounter excercise in spotlight balance. The DM is Supposed to refuse to let you leave until you've defeated the BBEG or convinced him to let you go. Ravenloft isn't like Undermountain, its a whole campaign setting.
And a plain reading of his example shows that one player guessed the DM's intentions, and therefore is better at the dice-rolling part of the game (not just combat, mind you). I'm sure a magic-phobic fighter would generate some fun RP, but when dice start getting rolled, the character that the DM is catering to (the ghost-whispering necromancer in a Ravenloft campaign) is going to be unbalanced. Not because of the rules, but by DM fiat.
Sorry if my hackles got raised, and upon re-reading my previous post, sorry for my confrontational tone.
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1 year ago ::
May 01, 2012 - 12:31PM
#269
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Date Joined:
Feb 13, 2012
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I agree most people want balance. I don't agree that it is equally important to all play styles. A simulationist is likely less focused on that one thing than say a gamist.
Balance is important to getting multiple play styles or player preferences to work together, though, which is something D&D Next is trying to do.
I've picked up some buzzwords here, too. Here it goes: As to "simulationist" vs "gamist." D&D is certainly a game. Is it a simulation? If so, what is it simulating? Heroic fantasy? But heroic fantasy isn't history, it's fiction, where the narrative takes precedence. That would make D&D "narrativist" rather than "simulationist?" Or has D&D grown beyond the genre to define it's own sub-genre of fantasy? In that case, D&D is simulating its self, or it's prior incarnations, which were games. Doesn't that make it "gamist." Maybe I got those current buzzwords wrong, I'll try again in my own words. I came to D&D through wargames or it came to me, since I was playing wargames before D&D existed. In an historical wargame, you have a very relevant question of realism. You have the historical period, perhaps even a specific battle, that really happened, and your game, in trying to be a fair, enjoyable game playable in a reasonable period of time with a few guys, some lead, and a sandtable, may have to compromise some on historical accuracy. So I get realism. Maybe this means I still don't get D&D, but D&D is a game, its still a lot like a miniatures wargame, but it's not set in an historical period, and it has blatantly unreal aspects to it. There's no history to be inaccurate, realism isn't an issue. It can just focus on being a good game.
Now, I do think it would be something if D&D went back to being more like Chainmail, with a set of realistic historical rules for the middle ages, and the option of adding in fantastic elements, or going all the way to heroic fantasy or traditional D&D dungeon-plundering.
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1 year ago ::
May 01, 2012 - 12:44PM
#270
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Date Joined:
Apr 27, 2012
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As to "simulationist" vs "gamist." D&D is certainly a game. Is it a simulation? If so, what is it simulating? Heroic fantasy? But heroic fantasy isn't history, it's fiction, where the narrative takes precedence. That would make D&D "narrativist" rather than "simulationist?" Or has D&D grown beyond the genre to define it's own sub-genre of fantasy? In that case, D&D is simulating its self, or it's prior incarnations, which were games. Doesn't that make it "gamist."
Maybe I got those current buzzwords wrong, I'll try again in my own words
The terms used unfortunate. By definition a roleplaying game concerning any subject matter can be driven by the those three forces. So simulation is definitely NOT related to real world realism. (Unless the game is set in some version of the real world perhaps).
I did a detailed explanation on another thread but I can't find it now.
Keep in mind that these three things are play styles. It is how you play the game and what you get out of it.
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