Crissa wrote:Balance in game design is not about opposing powers, but instead about cooperative powers.
It's like putting in two rocket engines in a vehicle - if they're of different size, the rocket will veer off course. So it's important that the output of each is balanced to the other, even if their fuels are different.
-Crissa
I can see than in a sense of an all fighter party should work, but not in a sense where you must have class X because they are needed in combat. The "power synergy" crap needs to be thrown out because you cannot predict what class will be played unless you forbid character creation and just give characters meant to be played with an adventure.
Also the fighter and cleric powers working together bit cannot be balanced, because every fighter character will not like the cleric in the party, if there is one.
It isn't the powers that cooperate, but the players.
Are you suggesting only by having powers that work off each other that the players will cooperate?
Also your rocket example is completely useless. Take a new player and one that has been playing for years. Your engines will not fire in sequence, because they will not be working at the same level even if both built to the same specs. The new one hasn't gone through enough testing of its design as the older one that should give the same output.
And this is one of the things i mean when i say balancing the classes will do squat for most cases. This is because the designers cannot see how you will play the game, nor can they force their way upon you.
It isn't about the game being broken because some people play it differently, or it does not have Sigma 6 balance as someone else mentioned, but simply that you cannot design a game around one style of play and expect everyone to play that way.
It hasn't happened in 30 years of RPGs. There are just too many things to do in them to control all the variables to make the "balance" in the books work even if it is perfect.
Also with cooperative powers, the term is really vague, so i am just using it one way which you may not mean. But in this case forcing one player to use a power after another to work with it also will not work to get those synergies because the next player may just want to do something else than what the previous power user decided for him to do, or may not be able to do it when the time comes. Taking 4th as the example, of a group of monsters vs a group of players each person could have their own opponent to worry about and not really be able to help another, unlike past where solo monsters were more probable.
Also by placing focus on balancing to the one side then you don't have must chance of giving a fair game to the players because you could have the player party always underpowered for whatever they are coming up against. Thus why the DM is supposed to judge what is going up against the players at all times. No adventure has ever has perfect encounter because they are not designed for the actual people playing them, just to satisfy the math.
Also to prove this that balance in the classes don't work is that if it did, then there would already be the system designed for it, because every house rule would have came out the same way, but people like to play differently. So you are never going to agree on it. So it is best to try what 4th tried and make the opposing sides balance in power (not powers) so that whatever choice is made at least they have a fair chance. Even then it wont be perfect as the player group HAS TO work together as the DM group always will. Since the DM after all will have the monster party always do what he wants and work together, yet the players may not want to do the same thing in a combat...and this goes for other parts of the game as well.
To get class balance, you would need to remove all ability scores, and dice from character creation for starters. Also you would have to have the same number of HP or whatever the respective game term is for other games....
@Murtak: Right, balance does not always equal fun. That is why there is a side that likes to play fighters in high levels, and wizards of said levels that don't try to make them regret doing so.
Also, who decides what is a bad choice to make? That is another problem many people have. If the choice does not give optimal mechanical results, then it is a bad choice in some peoples eyes.
Some of the most fun have in past games included disadvantages and such in second from PO. Something as simple as a color-blind character which most times wouldn't matter, can at some times cause real interesting and fun situations. Of course some disability as this should be cured right away in the game right, as it could cause no good to come from it, and is definitely mechanically a bad choice right?
The idea of balance in some people's minds comes form their idea of it being badwrongfun to play a suboptimal character because the person is not looking for precise number crunching fights that yield the best results always, but may be looking for something more form the game rather than being an armchair general for a single man army. So how do you balance the game for those people that aren't looking to optimize every aspect of a character, or become one trick ponies that are the best at their one trick?
All this fits into your "What challenges are the characters supposed to encounter?", and that is up to the players to decide, unless you design a game with much fewer options. Like a boardgame, even HeroQuest for example. A game in which there are limit things to do, or some action sequence per turn that you can do, rather than being able to do anything.
That is really the key in understanding an RPG. Also one in why balance will never be had. You are a character in the game world, that can try to do anything, and there must be some way to allow it. Even jumping off a building and trying to fly for no other reason that you think your character can. The rules exist for that and they are balanced. Gravity exists or it doesn't. In D&D it unspokenly does, and such an act will succumb to falling damage rules.
Which goes back to why can a magic missile NOT be used to push a lever or button or anything else for that matter?
Let's look at Magic Missie form Basic:
Magic Missile
Range: 150’
Duration: 1 round
Effect: Creates 1 or more arrows
A Magic Missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (ld6+ 1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magic-user and hovers there until the magic-user causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The Magic Missile actually has no solid form, and cannot be touched. A Magic Missile never misses its target and the target is not allowed a Saving Throw.
For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th Level Magic-user may create three missiles. The missiles may be shot at different targets.
Now many people dispute common sense and physics in the game world. You can carry that statue around and it fits nicely through doors half its size...
Well that being the case and since other magic without a solid form (ghosts) can move things as well as do damage. So why can a magic missile not also move things even without solid form? So it cannot be touched so you cannot knock it off course with a parry.
For balance wouldn't it make more sense then to not limit the missile to creatures for dealing damage? If you intend it not to be able to move things as other magical "forces" can that have no solid form?
So who really decides what route gets to the outcome that is expected? Can you always expect the same outcome? and really, who decides how something is used in a game as "open source" as an RPG? It would be a lot of work unless you just design around the common thoughts of the designers. Because some say even 4h doesn't get enough playtesting form a large enough sample size of players to see how things will want to be used even in the powers limited capacities such as Magic Missile was made.
So that playtesting will always come form the players once the game is had to houserule to taste, right? Is it something game designers can really afford to do?