|
5 months ago ::
Dec 30, 2012 - 9:57AM
#31
|
Date Joined:
Oct 25, 2010
|
So what about games where you rarely or almost never have combat encounters? If they should try to balance anything, shouldn`t it be a varied game, and not focus it all on combat?
It's a matter of time and how long things take. Combat takes a while. NPC interaction takes a while. Disarming a trap or following tracks does not. While it's fine to have the rest of the party wait around while the thief makes one check to disarm a trap, it's not okay to have a PC suck in every combat the party runs into. It's also not okay to have PCs be unable to participate in interacting with NPC scenes, because those can be quite lengthy as well.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 9:59AM
#32
|
Date Joined:
Jan 20, 2002
|
It's not about some political correctness kick that one of the original posters called out.
Can you definitively prove it isn't?
I'll wait.
Burden of Proof falacy anyone? You made the initial claim, so I'm going to ask you to bring the proof. You clame there's a pink elephant in my room; show it to me.
People want to have fun in a game. No one would play a game, let's use chess as the example again, where one person got 2 turns and the other person got nothing to compensate: that's the Fighter vs. the Wizard. The Wizard is always useful, in combat and out of combat, while the Fighter is only useful in combat. Yes, they gave the Fighter a few maneuver options that are useful for exploration, but with such few slots for learning maneuvers, I doubt you'll see them in actual play. And yes, the Fighter will shine like a star when the wizard is out of spells, but the game is currently designed for 20 combat rounds per day, so that's a situation the game isn't designed for (and at low levels, a wizard's at-wills work just fine).
Heck, the wizard doesn't even have to burn spell slots for utility ... I mean ritual magic anymore. And yes, the fighter can still use ability checks to do out of combat things, but so can the wizard.
Have I covered all my bases yet? Wanting everyone to have a level playing field, to be able to enjoy themselves in a game, isn't some political correctness agenda.
I'll stop now before politics inserts itself into this thread.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 10:03AM
#33
|
Date Joined:
Aug 11, 2006
|
What I see here is moaning and complaining about 'Balance Fallacy'.
Balance is not about sameness. Balance is about letting everyone at the table play. When you have (in D&D's case) one class that can do everything after a certain level, and one class that's only effective in, what they call it? The '3 Pillars'? Whatever, if you have a class that's only effective at combat and nowhere else, and every other class can do at least two seperate aspects of the game...
That's not balance. Everyone at the table should have a chance to participate in a Royal Banquet scene. Everyone should have a chance to participate in a Gather Information scene.
It's HOW they do it that should be different. Gather Information for a Rogue type is hitting the streets and finding out what the various guilds and other lowlifes are up to and what's happening.
Gather Information for a Cleric is checking at what the various religious institutions are doing, what's the politcal climate between them. Even finding out which religions are allowed can tell you a lot.
Gather Information for a Mage is more complex, libraries or other institutions of learning are useful for this, but it'll be more likely to be esoteric and more focused on the arcane or secrets.
Gather Information for a Fighter type is likely to deal with Nobility, City Watch/Guard or Army. Finding out what the laws are like, what sort of problems are likely to occur. Even knowing which symbols that the guards wear is enough to get a picture of what the city will be like.
But that's everyone being allowed to do something at the table.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 10:07AM
#34
|
Date Joined:
Jan 15, 2009
|
So what about games where you rarely or almost never have combat encounters? If they should try to balance anything, shouldn`t it be a varied game, and not focus it all on combat?
It's a matter of time and how long things take. Combat takes a while. NPC interaction takes a while. Disarming a trap or following tracks does not. While it's fine to have the rest of the party wait around while the thief makes one check to disarm a trap, it's not okay to have a PC suck in every combat the party runs into. It's also not okay to have PCs be unable to participate in interacting with NPC scenes, because those can be quite lengthy as well.
Story and Genre have an influence on frequencies of various interactions and you can have those things which generally take a whle - umm not take awhile... for instance combat resolved via singular choices and one die roll (see using combat in a skill challenge in 4e - an option not well enough elaborated on in my opinion), so its not utterly one way or the other.
One of the things I have advocated was allowing actual resolutions to be of varying detail according to group interest.. even situationally that is an appropriately flexible system. Think about in a novel the author may sometimes elaborate a fight blow by blow.. and sometimes they may just give a broad summary "and they hewed there way through many orcs, finally reaching the crown of the hill".
|
|
|
|
5 months ago ::
Dec 30, 2012 - 10:24AM
#35
|
|
|
Ive removed content from this thread because trolling/baiting is a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_...Please keep your posts polite, on-topic, and refrain from making personal attacks.You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the Report Post button above the post and this will submit your report to the moderators on duty.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 10:39AM
#36
|
Date Joined:
Jan 15, 2009
|
What I see here is moaning and complaining about 'Balance Fallacy'.
Balance is not about sameness. Balance is about letting everyone at the table play. When you have (in D&D's case) one class that can do everything after a certain level, and one class that's only effective in, what they call it? The '3 Pillars'? Whatever, if you have a class that's only effective at combat and nowhere else, and every other class can do at least two seperate aspects of the game...
That's not balance. Everyone at the table should have a chance to participate in a Royal Banquet scene. Everyone should have a chance to participate in a Gather Information scene.
It's HOW they do it that should be different. Gather Information for a Rogue type is hitting the streets and finding out what the various guilds and other lowlifes are up to and what's happening.
Gather Information for a Cleric is checking at what the various religious institutions are doing, what's the politcal climate between them. Even finding out which religions are allowed can tell you a lot.
Gather Information for a Mage is more complex, libraries or other institutions of learning are useful for this, but it'll be more likely to be esoteric and more focused on the arcane or secrets.
Gather Information for a Fighter type is likely to deal with Nobility, City Watch/Guard or Army. Finding out what the laws are like, what sort of problems are likely to occur. Even knowing which symbols that the guards wear is enough to get a picture of what the city will be like.
But that's everyone being allowed to do something at the table.
I havent agreed with you this much ever....I am wowed.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 11:09AM
#37
|
Date Joined:
May 18, 2002
|
The playtest packets are focused on combat because that's the bulk of any ruleset and the hardest part to get right.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 11:26AM
#38
|
|
|
Guys, this is simple.
Classes need to be balanced because if one of them is the best at everything, all of the time, then there is no reason to play anything else.
Obtaining class balance can mean different things, but in essence it boils down to each class being good at 1 or 2 things, bad at 1 or 2 things, and OK for everything else. This way, each individual in a party helps to compensate for the weaknesses of others.
FWIW [4e designer] baseline assumption was that roughly 70% of your feats would be put towards combat effectiveness, parties would coordinate, and strikers would do 20/40/60 at-will damage+novas. If your party isn't doing that... well, you are below baseline, so yes, you need to optimize slightly to meet baseline. -Alcestis
|
|
|
|
5 months ago ::
Dec 30, 2012 - 11:28AM
#39
|
|
|
I think the issue with combat balance has more come from the way D&D has evolved. As the game has become more and more encounter based, and less overall arch based, the need for people to be useful in individual encounters has gone up.
My two copper.
|
|
|
|
5 months ago ::
Dec 30, 2012 - 11:30AM
#40
|
Date Joined:
Jan 15, 2009
|
I think the issue with combat balance has more come from the way D&D has evolved. As the game has become more and more encounter based, and less overall arch based, the need for people to be useful in individual encounters has gone up.
2e defined encounters as central to D&D ... we can get out the quotes.... but I am wondering when you think this transformation occured?
|
|
|