Game Balance, D&D, and the Future

General questions, debates, and rants about RPGs

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Aryxbez
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Post by Aryxbez »

FrankTrollman wrote: Obviously you can't test an RPG exhaustively, because that would take more time than exists. The only real hope is to produce playtesting systems that will find problems in a systematic fashion. Crowd sourcing can be a benefit, but only if you unleash its power by being supportive of critiques.
How do you mean in regards to playtest systems finding problems bit? As in ensuring ye come up with problematic scenarios, or ensuring the base elements of the game all get introduced multiple times throughout the playtest? As for "Crowd sourcing", I know someone at one point mentioned that it would be really worth it, just hiring a crew of Optimization forum guys, and having them bend and break the hell out of your game, finding every loop and abuse possible.

I'd like to think in the long run, an RPG would be better than the competition, if it was genuinely good, when people see how much better their concepts are supported in this system (or realize they're actually having fun "because" of the game itself).

From what I see, seems the RPG culture hates on the idea of balancing things, whereas its found much more acceptable with Video Games, where they'll get more flak for a single flaw, opposed to Tabletop (even when it's not a competitive game).
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

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Whipstitch
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Post by Whipstitch »

Rogues could keep up with warriors fine in DA:O but due to the stupid skill/stat/talent gating on abilities you had to allocate everything just so to keep the class running smooth and doing so required skipping the utility stuff until at least late game, which sort of made you wonder what the point of all that was to begin with. It's not like you were going to find a combo better than going three mages and Shale anyway.
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codeGlaze
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Post by codeGlaze »

Kaelik wrote: You can play DA:O as a non mage?

Huh... Not sure why you'd want to.
I had a lot of fun in all the roles.
I still preferred the rogue, though.
Even in DA2, the rogue was a lot of fun.
Silent Wayfarer
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Post by Silent Wayfarer »

Libertad wrote:Don't forget, Linear Warriors-Quadratic Wizards exists in Dragon Age as well. This is only rumor, but I heard that this was intentional by the designers.
DA:O Mages are modelled after Warhammer psykers; incredibly powerful, but with a high chance of going insane and being possessed. Lorewise, it fits that mages can fuck everything up, including themselves.

In the game, warriors can do a bunch of damage, are tough, and appeal to the demographic that likes to cut things up with a sword and imagine themselves as being tactical and Spartanish and whatnot.

In the game, mages can stunlock the entire enemy encounter with a couple of spells, execute spell combos with AoEs so big that you can kill enemies you haven't even MET yet (after firing it I found myself encountering corpses a good two screens away from its epicenter). Then they can take the Arcane Warrior specialization and literally become better fighters than the fighter (mainly due to stacking all sorts of defensive spells, but also because they can use Magic to equip weapons and armor).
Last edited by Silent Wayfarer on Tue Dec 11, 2012 1:48 am, edited 2 times in total.
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Post by John Magnum »

I've had a fair amount of fun in DA:O as a PC Rogue, which gives me extra skills and lets me aim directly at dual daggers and perpetual sneak attack damage. However, the mage stuff is complicated enough that I still never quite got the best ways to paralyze enemies so as to guarantee SA damage. For instance, it was between when I gave up on my latest playthrough and now that I discovered that Glyphs and their interaction are way better at paralyzing enemies than, you know, the actual fucking Paralysis spells.
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Post by Maxus »

I sort of liked Walking Bomb, myself. But I can be a very explosions-oriented player to begin with.

Mass Effect 1 definitely had the power interactions. My sister wanted to know why my Soldier had Singularity, and then she saw me do a singularity and stick a grenade in the middle of it.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by Username17 »

Aryxbez wrote: How do you mean in regards to playtest systems finding problems bit? As in ensuring ye come up with problematic scenarios, or ensuring the base elements of the game all get introduced multiple times throughout the playtest? As for "Crowd sourcing", I know someone at one point mentioned that it would be really worth it, just hiring a crew of Optimization forum guys, and having them bend and break the hell out of your game, finding every loop and abuse possible.
There is definitely different quality levels in individuals who you put on finding rules problem duty. K and I are better than other people at finding edge cases and loop holes in game system rules. I think we established that pretty clearly with The Wish and The Word. But however good we are, we still can't compete against the entire WotC or Pathfinder forum when it comes to finding this shit. Well, scarily enough we can compete, but the forum as a whole is still going to find more stuff. I didn't discover the thought bottle, I just wrote the definitive tirade about what it was really capable of. I took it farther than anyone else had, and showed how bad it was. But someone else still brought it to my attention.

As you'd expect, because once you release books to the forum dwelling populace, you get feedback from thousands of people who are in turn privy to conversations with even more people who aren't even online. Within a day of release, a D&D book has gotten the hairy eyeball from over a hundred thousand hours of critical reading - more playtesting and proofreading than you probably were able to muster in your entire development cycle. At the most basic level, this means that no matter how well you go over your documents, the reading public are still going to find typos in your work. But it also means that no matter how good your staff power gamers are, someone on the internet is going to come up with something you didn't expect or plan for almost immediately.

You can cut down on the bullshit by having rules guys on hand to proofread your books before they go out. But you have to fucking listen to them! I found Bloodzilla before release and it went to print anyway. TitaniumDragon apparently found Hurricane of Blades before release and it went to print anyway. That kind of crap is unacceptable. If you bring power gamers on hand to tell you what they can break before you go to print, you need to actually listen to their suggestions and make the changes they say you need to make. But even if you do that, the crowd is still going to find stuff your in-house power gamers didn't - because they outnumber your staff by several orders of magnitude.
From what I see, seems the RPG culture hates on the idea of balancing things, whereas its found much more acceptable with Video Games, where they'll get more flak for a single flaw, opposed to Tabletop (even when it's not a competitive game).
RPG culture likes it when things are balanced, and likes being told that things are balanced and hates on people who tell them that things are not balanced. Frankly, video game culture isn't much better when you look at the howls of rage that swallow WoW forums every time something is or is not nerfed.

I think it's some sort of cult of the auteur. RPG culture as a whole elevates game designers onto a pedestal. In no small part, I think this is something that the game designers and companies cultivate in order to distance themselves from the fact that there really isn't a lot of difference between a game designer and a player. Unlike the NFL or NBA, Mike Mearls really doesn't play the game at a higher level than anyone else, and his pronouncements about D&D are no deeper than anything said by any person who happens to think about D&D a lot. That essential reality has provoked game designers and companies to put walls up between them and the fans, and the fans are complicit.

K knows D&D better than Jason Bulmahn. That's not a hypothesis, that's not a controversial premise for starting an argument, that's just true. He does. But Jason Bulmahn is the head of Pathfinder and K is not. And so when K says things that are critical of something that Bulmahn proposes, Bulmahn encourages people to take a giant shit over K. He does this in order to preserve his authority as an auteur - someone who is somehow higher up and more worth listening to than a random dude on the internet who has written some house rules. And the fact that he objectively isn't just makes him more desperate.

I don't think it would be hard for a game company to encourage and receive actual critiques. But I also know that all of them are too thin skinned and insecure to do so. Tom Brady can accept criticism because he is better at his game than other people. If a random fan yells at him for screwing up a pass, he knows (and everyone else knows) that that fan could never do half the things Tom Brady does on the field every week. But for Jason Bulmahn, that isn't true at all. Anyone else on the forum could do what he does. He's completely replaceable because he demonstrably has no more skill than any of a thousand fans on the internets. When a random fan chastises him for screwing up a class writeup, he can't take that criticism graciously. Because he knows that that fan actually could do any of the things he does every week.

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Taishan
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Post by Taishan »

Kaelik wrote:
You can play DA:O as a non mage?

Huh... Not sure why you'd want to.
Because I love slow-mo shots of me stabbing a dragon in the eyes to kill it. And the pink shower effect of using flurry with assassinate and introducing elites to Critty McCritty.

I played it on Nightmare and mage is no fun on that setting because all the kablooie spells wipe out your party.
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Kaelik
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Post by Kaelik »

Taishan wrote:
Kaelik wrote:
You can play DA:O as a non mage?

Huh... Not sure why you'd want to.
Because I love slow-mo shots of me stabbing a dragon in the eyes to kill it. And the pink shower effect of using flurry with assassinate and introducing elites to Critty McCritty.

I played it on Nightmare and mage is no fun on that setting because all the kablooie spells wipe out your party.
Why do people think that shooting different color arrows is the reason mages are fun?

I'd much rather have actual choices in combat than do the exact same thing over and over.
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Aryxbez
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Post by Aryxbez »

FrankTrollman wrote: I think it's some sort of cult of the auteur. RPG culture as a whole elevates game designers onto a pedestal.

I don't think it would be hard for a game company to encourage and receive actual critiques. But I also know that all of them are too thin skinned and insecure to do so.
Ah! yes, I was having trouble with adding more fruit to last bit of my post, and that was the thought, ye articulated better than I so thanks there. It's odd in a way, though I guess it also stems from the idea they're being more creative (supposedly), than the player base, thinking of ideas we did not. Which the creative part is kinda what the DM does as well, and I guess feel is worthy of "respect" for such, and thus also put on a status of authority. Though I guess the fans are rather cult-like, and thus trying to tear down and bring reality to their sameness, isn't really going to happen on basic principle of respect?

Insecure game designers...that's pretty sad, think they'd understand that a "true" fan of ones work, shouldn't look through it as if wearing rose-tinted beer goggles, but a open mind that they can improve their work. I think the idea of actually having optimization guys might show the sincerity of being open to actual criticism, and of course, featuring actual gameplay, and its data to your audience (avoiding confusing people with charts that might not be as clear to the layman like myself). Though true enough on forum is invaluable, but I suppose question is what ways would there be to ensure you get an environment where you'll get reliable information to the playtest?, so to minimize the noise that Pathfinder basically wanted/got.

As for Dragon Age, as we've gone over before, and Silent Wayfarer Illustrated, there was poor balance all around on the classes, both conceptually, and gameplay wise. Getting the classic D&D problem where the spellcasters can be made to fight better than the fighter, and have a cooler SFX budget to go with it. Oh as Kaelik mentioned, funny how far our desire for evocation with spellcasters go, it's a basic desire, funny we pretty much attach them as being such (despite likely better options, especially in D&D.)
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Kaelik
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Post by Kaelik »

Aryxbez wrote:funny how far our desire for evocation with spellcasters go, it's a basic desire,
Maybe for you weirdos. That is what I just do not understand, why do people think evocation is interesting?
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

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Post by K »

Kaelik wrote:
Aryxbez wrote:funny how far our desire for evocation with spellcasters go, it's a basic desire,
Maybe for you weirdos. That is what I just do not understand, why do people think evocation is interesting?
BURNINATION!

Seriously though, the cinema in my head wants to shoot fiery death at my enemies.
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Post by Koumei »

Interesting is probably the wrong word, but people like setting other people on fire and making things go boom. I mean, pretty-coloured explosions are basically what fireworks are, and people like watching those/setting them off.
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Post by tussock »

@Fireball, because my young self fucking loved setting the front line fighters on fire. "Accidentally". They wouldn't let me collect any fire resistance so I couldn't do it often. Great party dynamic, that.

More recently because it's cooperative. Half the party is trying to take hit points, me taking hit points makes that work better. It's the only reason I got away with fireballing the party in the first place all those years ago. Enough damage-dealers about and hit point attacks come out not too badly, against numbers.



@playtesting: always figured when they did one they'd set up a way of getting the community to collate the data for them, rather than just leaving it to the loudest forum posters. But I guess you need some experience in data-mining and crowd-sourcing to know what to do with that sort of thing.

Hell, set up crowd-voted prises for problem-finders each week, a grand a month to keep everyone's eyes on topic while also seeing which problems most people care about.

Just setting up a very simple tool for character building would help (not that they've ever been able to do that), to at least see what choices people were even looking at in a machine-readable way, what spells people bother preparing, feats, skills. Rather than pre-gens. It is online after all. Asking a bit much of the D&D offices I suppose, or Paizo.
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Post by shadzar »

FrankTrollman wrote:I think it's some sort of cult of the auteur. RPG culture as a whole elevates game designers onto a pedestal. In no small part, I think this is something that the game designers and companies cultivate in order to distance themselves from the fact that there really isn't a lot of difference between a game designer and a player.
not just RPGs but gamers in general. there is a cult followers for the creator of Mario Bros games, a cult following even for anime. take Earthsea as shown on SciFi channel and how the author and some viewers were mad at a change to the people so they werent an all black cast. well SciFi knew it would be able to 1) find that many actors for the parts to do them justice and 2) the world populace wouldnt want to watch it as an all black cast. likewise Miyazaki changed it still as he always does. 2/3s of the original story, and the last third is what he would do, but the skin color of anime characters isnt as highly viewed by anime watchers and studio ghiibli fanatics as problematic. they are what they are, and for the most part for origin, they are japanese/asian.

Gygax has a cult following thinking he is a god, but he just wrote some books and put ideas down to inspire others, likewise Arneson, Mentzer, Tweet, Monte Cook, Salvatore, etc have cult followings (hell look at Verneans!).

i call it the Nike effect. people buying a brand name like Nike, or a specific author solely because of that product or authors name. Roddenbury was great, but some of his stuff and stories stank, and other people came up with decent Star Wars material.

i can understand this in some points, ie JKR and Harry Potter, because she knew her characters best and where she was going with them, and i wanted to see, for good or bad, what story she was wanting to tell, not someone else's. the problem is for the most part these designers of D&D, have no idea what the game is about. most of them that are being propped up by WotC as gaming gods, are nobodies brought in to D&D after TSR no longer existed. Bill S, Jon S, Mike Mearls, Tweet, Noonan, either came into gaming under LW, or after WotC took over and tried to make its mark on D&D, without understanding the principles behind it. the ones that DID understand (Jim Ward, "zeb" Cook, Mentzer) were given any sort of say much in what to do with the game or how it should be done. so all these "false gaming gods" have no ability, any only get the clout by virtue of working for WotC/HASBRO and are professional game designers not by being professionals, and following a code of consumer to professional relationship, but professional as in their profession, the thing that gives them a paycheck, is game design.

a professional plumber is one that comes with his own tools (including sufficient personnel) to your house to repair your plumbing.

one with the profession of plumber comes to you house and borrows towels, wrenches and other tools, and is unable to do the job without your help.

Mearls is, a person whose profession is game design. he doesnt have his own tools to be a professional so comes begging to borrow yours. that is why he cant design mundane things.
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Post by Whipstitch »

John Magnum wrote: However, the mage stuff is complicated enough that I still never quite got the best ways to paralyze enemies so as to guarantee SA damage.
Rogues don't really pair very well with mages since they have funky stuff going on with what constitutes critical hit damage--backstabs don't shatter people, for example, and Death Hex means you may as well forget about backstabbing and activate Dual Strike, which compounds the shits people don't give about rogues even further. So against any fight worth mentioning you just roll your eyes at the rogue and drop Cones of Cold, Crushing Prisons and Hexes all over the place and people die.
Last edited by Whipstitch on Tue Dec 11, 2012 6:39 pm, edited 1 time in total.
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Post by Wrathzog »

Silent Wayfarer wrote:DA:O Mages are modelled after Warhammer psykers; incredibly powerful, but with a high chance of going insane and being possessed. Lorewise, it fits that mages can fuck everything up, including themselves.
My favorite part of playing through both Dragon Ages was being a Blood Mage, casting blood magic all the fucking time, and no one says a damn thing about it.
Also, they nerfed Arcane Warrior in the Ultimate Edition. Which is good, because that shit was dumb.

Also, Also, comparing the power disparity of DA:O to 3E D&D is just silly. Anyone doing it should feel silly.
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