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Subject: The good and the bad in "roles" and "balance" rss

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Eric Jome
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The good and the bad in "roles" and "balance"

With the announcement of a new edition in the works, we've all been talking about D&D a lot in the last day or so.  And in those discussions, I've seen a lot of hard feelings about the concepts of character role and play balance.  I think a lot of this comes from misunderstanding of the value these things play in the game, but I can also understand where they are coming from.  So, this is an attempt to simplify the thinking around these issues.

Basically, there should be roles and balance, but these should be optional concepts.  Let me explain.

What's the deal with roles?

The good side of character roles in a group is that it helps inform that game player about how to succeed in the game.  What should they be doing?  How should they be doing it?  When you have a clear role, you answer these questions well and fit in and make a difference.  You feel good because you do good.  Also, you telegraph to others, including your GM, what it is you want to do and how you want to do it.  They can play along with you, helping you fulfill your role and finding their own roles.  This is not about personality.  It's about mechanics.  The game as a game works better when characters specialize and complement one another.

But, you should not necessarily be locked into your role or be strictly limited by your role.  Have a place, but be able to move to new places.  The fighter can be the defender of the party, the damage dealer of the party, or maybe even a leader of the party, coordinating actions or inspiring others.  So too other classic archetypes.

And core to this extension of the basic idea is to help the GM provide enjoyable encounters based on the roles that are present.  The rules shouldn't force you to have all roles or give some aspect of a role to all characters!  Instead, the GM should be taught how to adapt the game to a situation where one or maybe even several roles are missing.  This is essential to letting the players play the characters they want instead of fulfilling necessities they don't find enjoyable.  Teach the GM how to build a game where there is no healer.  Don't make someone play a healer if no one wants to be the healer.

What's the deal with balance?

Balance really has two main components.  First, there's the form of balance where all characters have something they can do well, some scenario in which they excel and get their time in the spotlight.  Related to this is the idea that no characters should be stuck with nothing to do for large swathes of the game.  If it's a fight, everyone should be able to do something to help - maybe someone can do a lot more than someone else, but no one is left out.  That's not fun for players.

Second, there's the idea that the challenges characters are facing are mechanically, mathematically well understood.  The GM isn't choosing monsters that will be boring or that will ride roughshod over the characters... unless that's what the GM wants!  Instead of a system that presents every encounter as a balanced equation, party equals challenge in a mathematical way, the rules should simply help the GM to know how much under or over they are structuring the event.

I contend that both these forms of balance are crucial to good game play, to having fun.  But, in both, there's a clear limiting concept that should temper the design criteria.

In the first case, while everyone should be good at something and no one should be left out, it is important too that no one be good at everything and it is good for the focus to shift as the situation changes.  In the old days, a higher level party with a wizard trivialized the game because the high level wizard had too many too powerful effects - and at lower levels, that wizard was left out with nothing to do, the game dominated by fighters.  Fighters must still be relevant in some situations at higher level.  Wizards should not be left out at lower levels.  Real balance here means finding this compromise.

In the second case, a clear message must be sent to players and GMs that a fantasy world will not always be filled with neatly packaged challenges.  The GM must be empowered by the mechanics to understand the level of challenge they are applying, but must be free to apply varying levels of challenge to suit the story.  Some monsters you run away from...

Conclusion

I hope this outline helps at least some people understand the good and the bad elements of role and balance.  I welcome your further thoughts on the subjects.
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I agree with much of this, but since saying "I agree" is rather boring, here's the bit I disagree with...

Balance is in no way crucial to good game play, or to having fun. There is much joy to be had in playing Watson to somebody else's Holmes.

Besides, lack of balance begets creativity. Never have so many people gone from roll-players to role-players as when they had cast their only magic missle.

Anyway, just wanted to toss that out to spark some discussion.
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Eric Jome
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I agree.

It is important when we play that Watson have something fun to do some of the time, but he need not be equal to Holmes. Balance here requires help from the system, but also GM and player finesse. One might use the word "relevant" over "balance" - characters should always have a measure of relevance to the game.
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I think in general that the explicitly defined roles are an excellent thing, and largely the codification of something that's been implicit in D&D since the year dot. I recently played through the Baldur's Gate saga, which uses (modified) 2e rules, and essentially found that I was using the various classes in the same broadly defined 'roles' that 4e has given them: fighters & paladins take the front line, clerics heal and buff, thieves hide and backstab for massive damage, wizards blast and generally ruin their foes' days.

I think that it also provides an excellent guide for new players in terms of clear goals for how to build and play an effective character: the fighter by default is intended to be a defender, so we give him good armor, a shield, and pick powers and feats that help him achieve better defense by locking down enemies, multiple marking etc. However, the system is flexible enough to allow you to make a more striker-like fighter, either implicitly (great weapon fighter from the PHB1 with appropriate feat and power selection) or explicitly (the slayer).

Having roles allows you to define what you want to be good at on the battlefield, and greatly reduces the chances of a mixture of middling powers and feats that leave you unfocussed and unsure how best to fight.
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bigfluffylemon wrote:
I recently played through the Baldur's Gate saga, which uses (modified) 2e rules, and essentially found that I was using the various classes in the same broadly defined 'roles' that 4e has given them: fighters & paladins take the front line, clerics heal and buff, thieves hide and backstab for massive damage, wizards blast and generally ruin their foes' days.

But do we want our role-playing games to simulate video games that simulate role-playing games?

I'm not being flippant here - it's a serious question to which I expect different people will have different answers.
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Tiwaz Tyrsfist
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I must reject, whole-heartedly, the concept of Roles and class/race balance in D&D, and table top games in general.

The purpose of roles and balance in MMOs is to make all classes necessary, and to patch over the problems that arise from having a bunch of people who don't know each other and will never meet playing a game together. In an MMO, where people cannot simply be cast out if they are jerks, greedy, disruptive, or otherwise spoil the game for those playing with them, measures have to be taken to try to limit the game spoilage that such a person can cause.
So, each class has to be equally powerful and equally necessary. Because in an MMO, if one class is better by any noticeable amount, then suddenly you have a disproportionate amount of the player base playing them. See "Paladins in WoW Beta". And if a race has some great bonus way beyond any other race, you will see ONLY that race get play. See "Forsaken in WoW Beta".

So, to keep variety in the game, all the classes have to have equal power, and all the races have to be equal to each other as well. In an MMO.

Roles in MMOs are there because it makes it possible for programmers to build encounters that aren't breakable by some absurd trick, since there won't be an intelligence running the game, simply a computer. Here's a dungeon, you have to do it all in a go with a single group. Here's an encounter that requires massive AOE, so you HAVE to bring an AOE. Here's an encounter that requires someone to keep aggro for an long time while taking damage so you HAVE to bring a Tank. Here's an encounter that requires kiting so you HAVE to bring a ranged DPS. Oh and you HAVE TO HAVE A HEALER because we built you life system so you can't function without a healer, ever.

All of this is built around 2 concepts. Roles and race/class balance are predicated on 2 MAJOR FACTORS of MMOs that do NOT apply to Table Top RPGs.

1> You will never see the other players face to face, so there are no repercussions for acting like a jerk

2> The game is run by a machine that cannot improvise, so unexpected tactics simply can't be allowed, and non-standard characters cannot be allowed.




The thing about Table Top RPGs like D&D is this.
1> You are sitting at a table playing with other people, probably people you know. If someone is a jerk, you can, as a group, kick them out. If someone is a bad player (by which I mean steals from the group, kills other players for no reason, constantly derails the game, or is just otherwise trouble) you can kick them out.
Get out of my house. You are not coming to game night if you are gonna act like that. Good bye.
2> There is a DM. It's a real living human being who, if he or she is good at DMing, can improvise. They can deal with unexpected tactics, they can work in odd characters. They can reward you for thinking outside the box. Because hey, maybe you don't HAVE to kill the orcs. Maybe the Orc King WILL listen to diplomacy if you're just good enough, crazy enough, or lucky enough to try something unusual that tickles the DMs fancy.
3> Arguable, the most powerful Race/Class combo in D&D 3.X was a Kobold Druid. Go search for Pun-Pun to learn the brokenness. There were any number of a dozen loopholes like that (though not as many quite that extreme), and yet, nobody in any group I've ever played with has tried to play these stupidly broken things. Or at least, not for more than a single adventure just for the lulz. Yeah, everybody tried the Sacred Vows Monk once, everyone tried the Natural Spell Druid once. And then we went back to making SUB-OPTIMAL CHARACTERS (oh noes!) because they're just more fun to play.

No-one FORCED us to create a diverse party. We could, if we wanted, roll up four druids, or four paladins, or four bards, or whatever, but it (almost) never happened, and never for more than a one shot.

Every campaign I've EVER played, people go for diversity. Because it's more fun if your character has his or her own special area to shine in.




So, basically my point of view is, if you had a Table Top RPG where the races were God-King, Human, and Poop-monster, and the classes were Uber-Mage, Accountant, and Slave, you would still have people playing things other than just God-King Uber-Mages. I, personally, am now gonna go roll up a Poop-monster Accountant. My initial feat is going into either bureaucracy or smell, I can't decide which...

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E Decker wrote:
bigfluffylemon wrote:
I recently played through the Baldur's Gate saga, which uses (modified) 2e rules, and essentially found that I was using the various classes in the same broadly defined 'roles' that 4e has given them: fighters & paladins take the front line, clerics heal and buff, thieves hide and backstab for massive damage, wizards blast and generally ruin their foes' days.

But do we want our role-playing games to simulate video games that simulate role-playing games?

I'm not being flippant here - it's a serious question to which I expect different people will have different answers.


My point was that it's my only major exposure to 2e rules, (which are represented pretty faithfully), yet I found the classes slot into similar 'roles' as they do in 4e.

My experience with BECMI (on paper) suggests the same.

4e 'roles' are (IMO) an explicit codification of something that's been a feature of the system (at least to some extent) from the day classes were invented. After all, why have different classes if they're not supposed to do different things?

I guess you can argue that 4e's innovation was to have every class have an active combat role. Arguably an OD&D thief may not have done much in combat, but backstab rules and fireballs suggest that even thieves and wizards were expected to contribute in combat sometimes in every edition. Roles simply clarify the way in which the are expected to contribute.
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I think the problem with defined roles is that it feels like a further limiting factor.

When someone plays a rogue, he can be anything from a Two-weapon Fighter of Stabbity Death to a Non-confrontational Spymaster, but with the proper allocation of skills and feats you could potentially be a little bit of both. When you elect to play a "striker" though, you're pretty much dedicating yourself to the former.

I agree that it's something that arises in MMOs out of necessity, but doesn't really have a place in a good, open-ended RPG. There is nothing to stop a group of players from deciding which character is goign to be teh "face," which is going to be the "tank," and which is going to be "healer," even if those roles are not clearly defined. However, when your game mechanics revolve around those things, you're going to wind up (in theory) with more cookie-cutter roles and fewer outside-the-box Poomonster Accountants.
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Munkwunk wrote:
I think the problem with defined roles is that it feels like a further limiting factor.

When someone plays a rogue, he can be anything from a Two-weapon Fighter of Stabbity Death to a Non-confrontational Spymaster, but with the proper allocation of skills and feats you could potentially be a little bit of both. When you elect to play a "striker" though, you're pretty much dedicating yourself to the former.

I agree that it's something that arises in MMOs out of necessity, but doesn't really have a place in a good, open-ended RPG. There is nothing to stop a group of players from deciding which character is goign to be teh "face," which is going to be the "tank," and which is going to be "healer," even if those roles are not clearly defined. However, when your game mechanics revolve around those things, you're going to wind up (in theory) with more cookie-cutter roles and fewer outside-the-box Poomonster Accountants.


I've had this discussion before, and I think the argument comes down to a difference in the philosophy of what D&D is, and to some this varies depending on edition.

The philosophy of roles stems directly from 4e's design goal of giving everybody something to do in combat, every turn. This is important owing to 4e's emphasis on combat, and the length of said combats. As such, the benefits of roles come as I've outlined above.

The difference comes with the 'Non-conformational Spymaster'. So you could generate characters in previous editions who were crap in combat but made up for it out of combat (either as a result of unlucky dice or in 3e a deliberate build choice). My question is, why bother, and I think this stems from the game philosophy difference.

In my opinion, combat is a fundamental part of what makes D&D. Games have a lot of combat. There's a whole book of the core three filled with things for you to kill.

If you accept this, then the design goal of roles and giving everyone something to do in combat makes sense.

Particularly since 4e, there seems to be a number of people who decry it because they can't build pacifist, non-combatant or otherwise passive characters, who solve problems via non-violent means. While I would argue that you can do that in 4e (just don't use your combat powers, and load up on skill powers, skill training and rituals), that's beside the point. My point is, why do you want to?

IMO, if you want a game of intrigue and problem solving using non-violent means, then D&D is not the game you should be playing. There are other games that do this better. D&D is about killing this and taking their stuff. If you play such a character, I see two scenarios:

1) You end up bored with nothing to do in combat when it happens, since it generally happens often in D&D
2) If your DM specifically doesn't throw fights at you and all players are non-violent problem solvers, you're playing the wrong game.

Either way, I just don't see the point in D&D of having a character who sucks in combat just to do well in other areas, particularly when (as I've stated) you can have a character who can do well in both. 4e bards and wizards have tons of skills and rituals up their sleeves, but don't have to sit around doing nothing when the swords come out.

My fundamental point is that if you consider that D&D does and should involve fighting, then combat roles are a good thing.

If you consider that D&D is all about problem-solving and exploration, and combat is to be avoided at all costs, then I think we're playing a different game. I hear people say that this is what OD&D was like, and I've never played it, but my experiences with BECMI and 2e have informed my views. There's a lot of fighting and killing in these games too, by default.

To be honest, I don't see how one version of D&D could satisfy us both, modular rules or not, because it's a fundamental difference of what the game should be all about.
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E Decker wrote:
Balance is in no way crucial to good game play, or to having fun. There is much joy to be had in playing Watson to somebody else's Holmes.


But, if it's a game, when we look at their character sheets, we see:

Holmes
Detectiving 10
Functional Human Being 1

Watson
Detectiving 4
Functional Human Being 7

They are balanced characters, and each of them has their role within both the party (as a game) or the fiction (as a story).

Munkwunk wrote:
I think the problem with defined roles is that it feels like a further limiting factor.


As Mark Rosewater is so fond of pointing out, restrictions breed creativity. Restrictions in what you can do in a game are not inherently bad. The rules of a game are, fundamentally, a set of restrictions. By closing some paths, they draw attention to others you might not have noticed. 4E's implicit requirement that everyone be able to contribute both in and out of combat ensures that when you sit down to play your elite fantasy commando, you'll be teamed with other competent elite fantasy commandos instead of a poo-monster accountant and Jar-Jar Binks, and you won't have to get into an argument with their players over whether or not they're going to be able to pull their own weight.
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I guess it's unlikely that any new form of D&D will downplay combat significantly, in which case your point about roles holds true. If all the characters are doing is fighting, then they need to be able to have an equal effect on the outcome of combat. But they shouldn't all have identical powers with just different names and different prime requisites. Sure, maybe less people will pick a Cleric or Rogue if they are more of a support character, or if they take 2 rounds to get in position for a back-stab. And no-one would pick a Mage who only has one effective attack every day, let alone each encounter.

I would hope there is more chance for different roles to have a different roles out of combat. Knowing a Cleric gives you better access to healing in town, the Bard's World Lore gives you a lead on the site of the treasure etc. But it's hard to write this stuff into rules. Every group should be trying to make sure each player has an each chance in the game, no matter what the mechanical rules say.
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Red Wine Pie wrote:
I guess it's unlikely that any new form of D&D will downplay combat significantly, in which case your point about roles holds true. If all the characters are doing is fighting, then they need to be able to have an equal effect on the outcome of combat. But they shouldn't all have identical powers with just different names and different prime requisites. Sure, maybe less people will pick a Cleric or Rogue if they are more of a support character, or if they take 2 rounds to get in position for a back-stab. And no-one would pick a Mage who only has one effective attack every day, let alone each encounter.

I would hope there is more chance for different roles to have a different roles out of combat. Knowing a Cleric gives you better access to healing in town, the Bard's World Lore gives you a lead on the site of the treasure etc. But it's hard to write this stuff into rules. Every group should be trying to make sure each player has an each chance in the game, no matter what the mechanical rules say.


I can certainly agree with this. While I support roles, and cross-class balance to a degree, 4e powers are a bit too homogenized. I think Essentials was a step in the right direction - maybe we'll see more of that in the new edition (e.g. fighters make basic attacks modified by stances, rogues still backstab, whereas wizards have more of a toolbox of altogether different spells).
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The biggest problem with the roles in 4e is that they aren't really the four roles of old D&D.

Defender isn't really a role in traditional D&D. Striker isn't a role in traditional D&D. Controller isn't a role. The only actual role - and it's the best point of 4e - is identifying the leader/healer role.

Especially in 3E, you had a cleric with the group, or you were dead. There were just way too many threats you needed a cleric to overcome or clean up afterwards. Ability Drain or Energy Drain could only be used if a cleric were around, otherwise they'd wreck the campaign. (So I discovered with my no-clerics only druids Ulek campaign).

The combat roles of pre-3E were "melee guy", "ranged guy" and "spell guy", with a fair amount of "nothing guy" thrown in (the MU without usable spells or magic items.)

In 3E, you got "strikey guy" - the rogue - for the first time. Backstab wasn't really an option pre-3e, as it was reliant on a lot of DM permission. Most thieves were in the middle of melee with everyone else. And, in AD&D with the rules for firing into melee, that meant everyone except the Wizard who could choose targets for his spells.

The Striker really hurt and distorted the entire concept of roles, because doing Lots of Damage is Really Fun... and why should the other classes be limited to low damage? It's enshrining the 3E version of the rogue, and putting combat over adventuring, which I don't like.

The Controller - what they pushed the Wizard into - doesn't describe the old Wizard. The old Wizard wasn't Controller, he was Versatility man and I Win the Combat man. Having a spell like Sleep just end otherwise unwinnable combats is great. Personally, I think the 5E sleep should work like the AD&D sleep - but the Wizard should have a utility "blast" power so that they can do stuff when they run out of normal spells. (It's very depressing to be a wizard in AD&D and unable to do anything else. It's made much better by a lot more EXPLORATION and INTERACTION in the game...)

Cheers,
Merric
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From where I am sitting, I think the problem here is that WoTC/HASBRO does not understand a basic tenet of RPGs; "Winning" isn't necessarily about beating the monsters at all. I think that it's much more about sharing an experience. When you do that, you win.

In D&D terms, all of my games are decidedly unbalanced. I don't care if my players can kill the dragon in one strike. I would much rather have them work around it, or trick it, than fight it outright.

Oh, and roles? Sure, I like my parties nicely rounded, but my favorite character of all time was the healer who never healed anyone, but inflicted massive damage in combat...
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TiwazTyrsfist wrote:
I must reject, whole-heartedly, the concept of Roles and class/race balance in D&D, and table top games in general.


Unfortunately, your impassioned post fails to understand the points I made about roles. For example, absolutely nothing I said has anything to do with video games.

This is where we agree; the concept of roles as presented in 4ed D&D is far, far too limiting. It is has little flexibility and is entirely focused on combat. This is, in my view, part of why people say "There's no role playing, it's all roll playing about 4th."

The part I haven't communicated well enough apparently; Roles doesn't have to mean pigeon holed. Roles is a design concept. It means you, the designer, include things in the game for a purpose and you, the player, include things in your character for a purpose. That purpose can be very minor like "This skill is background, to help inform me how I will play." or "I am building a character who is good at social skills, so I expect the GM to present me with opportunities to use those skills." That's the good part of "having a role" - it means being a part of the game, not sidelined and irrelevant, obstructionist and confusing.

Also, it has not been my experience that any of the very many players I've gamed with over decades of role playing typically really want to make a crappy character. A character doomed to fail. A character that faces adversity and can triumph is a role - I've seen and played that many times. But no one wants to suck and be useless in the game. It would defeat the purpose of playing the game.
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bigfluffylemon wrote:
To be honest, I don't see how one version of D&D could satisfy us both, modular rules or not, because it's a fundamental difference of what the game should be all about.


This is insightful. While I think a system can provide rules for different kinds of game play pretty easily, if people don't come to the table prepared to play with each other - to follow along on one another's vision of what the game will be about - then there will be rough spots at best.

This is why I see the design concept of role as useful. You tell the other players at the table what and how you want to play by the choices you make. Helping those be clear to everyone at the table would be, in my view, a good design goal.
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razumny wrote:
In D&D terms, all of my games are decidedly unbalanced. I don't care if my players can kill the dragon in one strike.


Balance is a tool for the GM to use, but if it's not there in the first place, you can't use it. I can always conjure up a dragon so mighty that it just defeats the players by GM fiat or one so weak it can't do anything to them. However, I need a balanced system in order to be able to predictably give them a dragon that will challenge them but be beatable. The only thing worse than a climactic battle that ends in three blows is the GM accidentally killing the party when you didn't mean to.
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Santiago wrote:
razumny wrote:
In D&D terms, all of my games are decidedly unbalanced. I don't care if my players can kill the dragon in one strike.


Balance is a tool for the GM to use, but if it's not there in the first place, you can't use it. I can always conjure up a dragon so mighty that it just defeats the players by GM fiat or one so weak it can't do anything to them. However, I need a balanced system in order to be able to predictably give them a dragon that will challenge them but be beatable. The only thing worse than a climactic battle that ends in three blows is the GM accidentally killing the party when you didn't mean to.
I disagree, but before I explain why, let me set a couple of parameters.

The way I have understood D&D to define balance, is as in "difficult encounters is not good". While I might be mistaken in this understanding, I have heard it, or variations on it, often enough to lead me to believe that I am not badly off.

I have no problems with a GM creating an encounter so extremely unbalanced that, should it come to combat, we are looking at a virtually assured TPK. That is, as long as there are ways around it. If nothing else, retreat is good.

The most fulfilling session I have had as a player, is when we snuck by a nest of dragons, successfully bypassing them. We were level two to three, and had recently been stripped of all our belongings other than clothing.

I think that a balanced encounter, as in one where the PC and monsters are more or less equally matched, has its place, but that the whole idea of balance being the best way is critically flawed.

To me, the very best sessions are the ones where we are forced to play to our weaknesses, not strengths.
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Quote:
The way I have understood D&D to define balance, is as in "difficult encounters is not good". While I might be mistaken in this understanding, I have heard it, or variations on it, often enough to lead me to believe that I am not badly off.


The purpose of writing the opening post was, for me, to try to generate understanding beyond this, which I consider only half of the story.  So, I think you are right.  But that's not the complete picture.

Let's start again from a question.  Do you think people feel difficult encounters are not good?  You yourself don't.  Lots of other people probably like them too.  So, is that really what was at work with the XP budget system in 4ed?  My premise is that it was not intended at all that the game avoid difficult encounters.

I suspect that the designers were trying to give their customers what they wanted; control over how encounters would work.  By following my budget, I am sure to get an encounter of a certain difficulty.  The good is that I am in control and getting the results I expect as the GM.

The bad, though, was that there was no discussion of or allowance for doing anything other than spending your budget.  So, by just following the instructions given, I get an endless stream of all too similar encounters.  We're never challenged because the rules don't really inspire me to think of challenging you.  I'm just supposed to spend my budget.

So, it seems like an error of presentation to me.  Too much was made of fair encounters.  Sections should have been included explaining the virtue of the unfair encounter for the story.  And, indeed, a lot more should have been made of ways in which to resolve an encounter that did not revolve around combat.

You want to sneak past a lair of dragons?  4ed says - skill challenge!  But skills are so limited and plain and the challenge system so shallow that it is unfulilling.

That's the failure of encounter balance in 4ed.  A good intention poorly implemented.
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razumny wrote:
Santiago wrote:
razumny wrote:
In D&D terms, all of my games are decidedly unbalanced. I don't care if my players can kill the dragon in one strike.


Balance is a tool for the GM to use, but if it's not there in the first place, you can't use it. I can always conjure up a dragon so mighty that it just defeats the players by GM fiat or one so weak it can't do anything to them. However, I need a balanced system in order to be able to predictably give them a dragon that will challenge them but be beatable. The only thing worse than a climactic battle that ends in three blows is the GM accidentally killing the party when you didn't mean to.
I disagree, but before I explain why, let me set a couple of parameters.

The way I have understood D&D to define balance, is as in "difficult encounters is not good". While I might be mistaken in this understanding, I have heard it, or variations on it, often enough to lead me to believe that I am not badly off.

I have no problems with a GM creating an encounter so extremely unbalanced that, should it come to combat, we are looking at a virtually assured TPK. That is, as long as there are ways around it. If nothing else, retreat is good.

The most fulfilling session I have had as a player, is when we snuck by a nest of dragons, successfully bypassing them. We were level two to three, and had recently been stripped of all our belongings other than clothing.

I think that a balanced encounter, as in one where the PC and monsters are more or less equally matched, has its place, but that the whole idea of balance being the best way is critically flawed.

To me, the very best sessions are the ones where we are forced to play to our weaknesses, not strengths.

The problem here is that without an idea of what "balance" is, there's no way to incorporate balanced or unbalanced encounters.

A system needs to be mechanically balanced so a GM knows how balanced something is. This is completely separate from whether a GM decides to use a "balanced" encounter.

For example, in any given situation, we need to know that 1+1 equals 2. Mathematics would be terrible if we only knew that 1+1 sometimes equals 2. Likewise, in D&D, a GM needs to know... "Okay, pitting level 3 characters against a nest of dragons is near impossible, so this encounter will help push them to be creative and roleplay their way through it." In this scenario, the GM can accurately gauge how difficult an encounter is. Without "balance," a GM doesn't know what group of monsters would be accomplish what they're going for. This is when you hear about GMs putting together an ecounter that "sounded right," but then ended up being 1) too easy, 2) too hard, or 3) just right.

4th Edition was very specific in the way it "balanced" monsters, in order to give GMs the adequate tools necessary to create their own easy, difficult, or impossible encounters. Sure, there is some wiggle room depending on whether the PCs are overly optimized (or suboptimal). But there is less guesswork in figuring out how to hit the spot you're aiming for.
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Stix_Remix wrote:
A system needs to be mechanically balanced so a GM knows how balanced something is.

Or a system doesn't need to be mechanically balanced and the GM may have to adjust on the fly. Non-balanced systems are quite fun and I prefer them to the balanced 4e system.

Dave
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If a 4e party doesn't have the roles covered is pretty fun and somewhat unbalanced in my experience. 3 to 4 PCs make the best 4e encounters.
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I suggest there is a happy medium between "rules build encounters using math" and "GM just wings it."

Although I err on the side of teaching GMs how to wing it. Nothing yet to compensate for the nonlinear imagination and spontaneous mind of the GM.
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cosine wrote:
TiwazTyrsfist wrote:
I must reject, whole-heartedly, the concept of Roles and class/race balance in D&D, and table top games in general.


Unfortunately, your impassioned post fails to understand the points I made about roles. For example, absolutely nothing I said has anything to do with video games.


In 100% honesty, I have to admit, I didn't really read your initial post very well, I was more interested in screaming my opinion to the world. This is, I admit, bad form. But also pure internet.

Mea culpa.
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Tiwaz Tyrsfist
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cosine wrote:
I suggest there is a happy medium between "rules build encounters using math" and "GM just wings it."

Although I err on the side of teaching GMs how to wing it. Nothing yet to compensate for the nonlinear imagination and spontaneous mind of the GM.


So, I think we largely agree on these issues.

I suppose my post was mainly to address my perception of how the words "Role" and "Balance" are defined in D&D 4e, and how, in my opinion, 4e was badly crippled by WotC trying to implement MMO style balance and roles in a tabletop rpg.

It really addressed nothing you said, which, upon proper reading, I pretty much agree with.

So, I will say, certainly there are roles in the party that need to be filled, and those roles need to be divorced from CLASS and RACE choices. Most classes should be able to be built to fill most roles (the fighter should probably never be the healer, but he should be able to be the meat shield, damage dealer, sniper, or face if his player chooses to build him that way), and the GAME needs to be balanced, SUCH THAT the GM has some reasonably accurate measuring stick to say "This combat is too easy, this will be moderate, this will be hard, and this will be Impossible" and also "They should be able to handle this sort of non-combat challenge, but this is beyond them".
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