And also for what it's worth, "bad writing" is different than "unbalanced game design."
Unbalanced game design is one kind of bad writing, at least the way I was using it. It wasn't the only bad writing Dragon suffered from, and I place that blame at the feet of the editors. This is magnified by the fact that Dungeon saw a renaissance at much the same time under Paizo's direction (with you as editor, if I'm not mistaken) with much the same pool of authors.
I can't speak to why Dragon turned out poorly and why Dungeon turned out well; maybe I'm placing credit and blame unfairly or missing something or getting my timeline mixed up. All I can do is look at the names attached to work I've enjoyed or disliked, look at current work with the same names attached, and see the same mistakes being made and the same things I liked still working, in similar proportions.
Was Paizo a 3PP with a particularly keen grasp of game balance? No, not really, and apparently that wasn't even the intent. Why then does the "first party" trust that If They Do It, It Must Be Balanced get transfered so readily without even jostling the suspicion towards the "third parties" who Obviously Don't Get It?
TriOmegaZero(Pathfinder Roleplaying Game Subscriber)
Ravingdork wrote:
What's wrong with the crab? It looks balanced to me.
You see 66HP, 10-18 damage per hit, Imp Grab and a +19 Grapple check, and 40ft movement speed as a reasonable challenge for a 3rd level party? A 3rd level 3.5 party? Remember, it's also a vermin and immune to mind-affecting spells.
Golden Halflings - A race derived from the Halflings from Kingdoms of Kalamaar. Instead, these Halflings are tied to my world's alternate magic system, Primordial Power.
Actually the first three are based on Tolkiens note's for the hobbit 'tribes': Harfoots, Stoors and Fallowhides.
I'm torn between liking and disliking the split combat feats, which greatly reduce a fighter's already limited effectiveness. I like what was done to Power Attack (as long as you can pick your penalty, which has always seemed like something that needs to show up in errata). I'm a little annoyed at the loss of Concentration, but mainly because I'm porting over Tome of Battle and can't figure out how to make Diamond Mind work. Overall: melee is still weaker than casting, bards and monks still stink, and casters can still make reality bend over backwards by mid-levels. Main complaint I've heard is that too little was changed.
TriOmegaZero(Pathfinder Roleplaying Game Subscriber)
I could see PF Power Attack being errated into allowing the selection of degrees. That would be a decent compromise between the complete freedom of 3.5 and the singular restricted PF. I think that will be my houserule for it.
Also, Diamond Mind is easy. Level check + Con modifier. Add a +3 class bonus to the roll if you don't mind the roughness of it. Call it an initiator level check.
I somehow missed the spells, and the 3d6 strength damage among other things.
Edit: I have written my share of bad encounters, and had to bail players out so not to much I can say though.
We were actually talking about the second monster, the CR 3 with 66 HPs and a 40ft movement speed, dealing minimum 10 damage per hit, with Improved Grab and a +19 Grapple check. It's a creature you can't melee with at a level where you have little other options and you can't escape because it runs faster than you. A prime example of why 3.5 Grapple was borked.
I can totally see why James would be a little irritated to have it thrown in his face again. I offer my apologies on that.
Golden Halflings - A race derived from the Halflings from Kingdoms of Kalamaar. Instead, these Halflings are tied to my world's alternate magic system, Primordial Power.
Actually the first three are based on Tolkiens note's for the hobbit 'tribes': Harfoots, Stoors and Fallowhides.
I totally gave Tolkien props in the preceeding paragraph.
Paizo -can't- rebalance your game. The reason is that "balance" has everything to do with play style. For example, assume a character who, due to feat selection and so forth, is absolutely unbeatable at sneaking around.
Well, if you've got 6 players at your table and 5 of them don't want to take any time to sneak around, then the 6th who is the sneak expert has gone from being a superstar to being er not a superstar.
I don't know if we are really talking about the same thing here, but what I meant was that I really trust Paizo more to come up with new feats, spells, etc. which are balanced against their own product, rather than allowing back 3.5 stuff which was pretty broken even back then.
Paizo -can't- rebalance your game. The reason is that "balance" has everything to do with play style. For example, assume a character who, due to feat selection and so forth, is absolutely unbeatable at sneaking around.
Well, if you've got 6 players at your table and 5 of them don't want to take any time to sneak around, then the 6th who is the sneak expert has gone from being a superstar to being er not a superstar.
I don't know if we are really talking about the same thing here, but what I meant was that I really trust Paizo more to come up with new feats, spells, etc. which are balanced against their own product, rather than allowing back 3.5 stuff which was pretty broken even back then.
And what I'm saying is that, while Paizo can come up with new feats, spells, etc., they can't balance them against their own product without making certain assumptions about how every GM is going to run their game - such assumptions which are inevitably false.
I'm torn between liking and disliking the split combat feats, which greatly reduce a fighter's already limited effectiveness. I like what was done to Power Attack (as long as you can pick your penalty, which has always seemed like something that needs to show up in errata). I'm a little annoyed at the loss of Concentration, but mainly because I'm porting over Tome of Battle and can't figure out how to make Diamond Mind work. Overall: melee is still weaker than casting, bards and monks still stink, and casters can still make reality bend over backwards by mid-levels. Main complaint I've heard is that too little was changed.
Can I suggest you use Autohypnosis? That's what is generally done with the psionics that are ported in as that added several new uses for the skill - they ported the new uses of concentration to the Autohypnosis skill.
And what I'm saying is that, while Paizo can come up with new feats, spells, etc., they can't balance them against their own product without making certain assumptions about how every GM is going to run their game - such assumptions which are inevitably false.
Well, they can't just throw up their hands and give up. A certain baseline HAS to be assumed. Any other course of action, as far as I can imagine, would be maddening. It's not up to Paizo to scale everything based on every possible GMing style; that's up to the GMs themselves.
All Paizo has to do is let us know what that baseline is. I know that's not spelled out verbatim in the rulebooks. I hesitate to call it a mistake but it has created a little confusion. For example, for my money, it's plainly obvious that Paizo massaged game balance to allow for style and RP choices in ability and feat selection. For others it was not so much. It took comments on these boards to settle that dispute. Now people who don't prefer that angle are free to alter their houserules to their liking based on that information.
Several posts make mention of nerfing / splitting of combat feats. I disagree. The only real "splitting" one can talk about is the combat maneuver feats - and here I applaud the decision to reduce the exploitation of mechanics. Maneuvers work sufficiently well now.
I agree that barbarian rage powers are generally a bit sub-par; they could certainly benefit from a bit of a boost.
Bards and monks always have critics complaining - but I honestly like my two monk characters. They each play very differently and they are very meaningful to the party. Sure, the class doesn't do all that many show-stoppers as a barbarian critting for 70+ damage; but without the monk there are at least 3 major encounters vs casters that would've gone significantly more sour.
And bards can play a good game too, especially since they (like rogue's) have good out-of-combat uses too.
And what I'm saying is that, while Paizo can come up with new feats, spells, etc., they can't balance them against their own product without making certain assumptions about how every GM is going to run their game - such assumptions which are inevitably false.
Well, they can't just throw up their hands and give up. A certain baseline HAS to be assumed. Any other course of action, as far as I can imagine, would be maddening. It's not up to Paizo to scale everything based on every possible GMing style; that's up to the GMs themselves.
All Paizo has to do is let us know what that baseline is. I know that's not spelled out verbatim in the rulebooks. I hesitate to call it a mistake but it has created a little confusion. For example, for my money, it's plainly obvious that Paizo massaged game balance to allow for style and RP choices in ability and feat selection. For others it was not so much. It took comments on these boards to settle that dispute. Now people who don't prefer that angle are free to alter their houserules to their liking based on that information.
I'd much rather Paizo focus on making things interesting and creative and colorful and detailed and only aim for a ball park notion of balance.
And finally for what it's worth, Dragon was often used to test the boundaries, to try out new things, and to present some experimental new ideas. Slaving oneself to the gods of game balance is a great way to never innovate.
This contains some rather ominous, but probably not intended, implications.
To the OP: Just stick with 3.5 if you liked it. Paizo alone has more 3.5 OGL adventures, Adventure Paths, and other supplements then you or your group will ever be able to get through in 1 lifetime. If you should want to try one of the newer "PFRPG" adventures or Adventure Paths well you are in luck because PFRPG and 3.5 are essentially the same game and you don't even have to do a pre-planned conversion to run them under 3.5.
I'd much rather Paizo focus on making things interesting and creative and colorful and detailed and only aim for a ball park notion of balance.
I'd much rather Paizo focus on making things interesting and creative and colorful and detailed and only aim for a ball park notion of grammar.
Creativity and balance are not mutually exclusive, or even opposed.
I never said they were. What I said is that Paizo can't achieve balance because it depends on each GM's personal game style.
Because Paizo can't achieve balance, it should focus on other stuff - providing things which are interesting and creative and colorful and detailed - and let the GM worry about balance.
There are quite a lot of things that DM must be worried about while running a game, and I would love not having to worry if my players are breaking the game.
Sutekh is lamenting the wording in the Core that states a Ranger "must select one of two combat styles." That suggests, heavily I might add, that a Ranger only ever has access to those two styles, and the class shouldn't - or can't - have more available.
Again that's by core rules, there's no reason that a setting could not introduce other styles. Living Arcanis for example, Rangers that come from the gun happy nation of Althares had a Firearms combat style. (the bulk of which btw, is Open Content I believe) Paizo hasn't done anything that would close the loophole for further expansions of the base classes.
I'd much rather Paizo focus on making things interesting and creative and colorful and detailed and only aim for a ball park notion of balance.
I'd much rather Paizo focus on making things interesting and creative and colorful and detailed and only aim for a ball park notion of grammar.
Creativity and balance are not mutually exclusive, or even opposed.
I never said they were. What I said is that Paizo can't achieve balance because it depends on each GM's personal game style.
Because Paizo can't achieve balance, it should focus on other stuff - providing things which are interesting and creative and colorful and detailed - and let the GM worry about balance.
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work. I think they should go for balance with certain things in mind, like they have been doing, and if anyone deviates from that they will have to adjust for that.
An example are the guys that claim Psions can nova, but problem is that the DM bases his world around when the PC's want to rest instead of basing the PC's activities around how the world works.
I welcome the addition of some more options beyond the core rulebook with the Advanced Players Guide, but I hope Paizo keeps the number of splatbooks way down in the future and doesn't fall prey to power creep.
Be careful. You'll get shanked with a shiv fashioned from the plastic case from someone's Gunslinger Girls boxed set for saying you don't allow 3.5 rulebooks in your campaign.
Personally I find it interesting that so many people are unsupportive of the 3PP creating additional options for PF, you know given that Paizo start as a 3PP itself.
I really prefer to let make the guys at Paizo the decisions what is balanced for their game and what is not. A lot of the old 3.5 spells and feats are severely unbalanced and I got *no* desire to have a.) re-balance all that stuff by myself and b.) then get arguments from other players to let their pet feats, PrCs and spells into the game.
If I wouldn't be willing to let Paizo do the work of balancing, I wouldn't feel it necessary to shell out the 80 bucks for the Gamemastery Guide and Advanced Players Guide later this year. I still got all my 3.5 splat books, after all.
So, from the comments that followed (and others that happened during the play-testing), I think it is pretty clear that balance is not going to be first priority 100% of the time for PF. In that case, if balance is really a big concern for you, it might actually be better to look at some of the 3PP that support PF. Some of them probably make balance a higher priority than the official PF content itself. The hard part is working your way through the rough to get to the diamonds.
If Pathfinder core is putting balance in the backseat, it's preparing itself for the same vicious circle 3.5 created.
It doesn't have to be in the backseat, but it definitely is not in the driving seat.
Bill Dunn(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Companion, Modules Subscriber)
Sutekh the Destroyer wrote:
I think Dragon magazine was a great incubator of ideas and laboratory of game concepts.
+1
This is an important point. Dragon Magazine material, as useful as it can be, really isn't about adding official rules to the game. It is [was] a sharing ground for interesting and completely optional ideas from alternative intiative systems to new spells, from new monsters to new magic items. It had fanzine elements as well as game support ones.
There are quite a lot of things that DM must be worried about while running a game, and I would love not having to worry if my players are breaking the game.
Balance is making sure every character has a chance to shine.
If you aren't worried about balance, I wouldn't want to be in your game, frankly. Everything else is secondary to everyone at the table having fun.
There are quite a lot of things that DM must be worried about while running a game, and I would love not having to worry if my players are breaking the game.
Balance is making sure every character has a chance to shine.
That is not balance. Or at least not in the sense it is being discussed here. Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Why does it matter if a feat is markedly better than every other feat?
And how do you determine, with out knowing what kind of game the GM is going to run, whether any particular feat is markedly better?
The only problem with one feat being markedly better than another feat (if we ignore the issue of making sure every character has a chance to shine) is that it leads to less diversity amongst the characters - something which is easily solved when the GM decides "the last adventure was a hack and slash, this next adventure I think I'll make it about sneaking/court politics".
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Why does it matter if a feat is markedly better than every other feat?
And how do you determine, with out knowing what kind of game the GM is going to run, whether any particular feat is markedly better?
The only problem with one feat being markedly better than another feat (if we ignore the issue of making sure every character has a chance to shine) is that it leads to less diversity amongst the characters - something which is easily solved when the GM decides "the last adventure was a hack and slash, this next adventure I think I'll make it about sneaking/court politics".
And finally for what it's worth, Dragon was often used to test the boundaries, to try out new things, and to present some experimental new ideas. Slaving oneself to the gods of game balance is a great way to never innovate.
This contains some rather ominous, but probably not intended, implications.
Yeah. It made me smile with glee knowing it would make some people's heads explode.
Bill Dunn(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Companion, Modules Subscriber)
Cartigan wrote:
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Since D&D is a game whether you're looking at shine time or ability vs ability (class vs class, feat vs feat, etc), I'd call your idea of balance build balance. I'd call shine time something more like role balance, I suppose, though I don't think it fits a title as easily as build balance does.
An important point is that there are different forms of balance and none necessarily exist just because one of them does. A perfectly balanced build system doesn't lead inexorably to perfect role balance. Perfect role balance doesn't require perfect build balance.
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Why does it matter if a feat is markedly better than every other feat?
And how do you determine, with out knowing what kind of game the GM is going to run, whether any particular feat is markedly better?
The only problem with one feat being markedly better than another feat (if we ignore the issue of making sure every character has a chance to shine) is that it leads to less diversity amongst the characters - something which is easily solved when the GM decides "the last adventure was a hack and slash, this next adventure I think I'll make it about sneaking/court politics".
Really? Really?
Do you have anything meaningful to respond with or are you just going to repeat the same word over and over again?
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work.
If the players/DMs don't know what balance is, then they aren't hurting anything by not having it.
Not true. The player in the DM's game suffers, until someone convinces him or if a player that knows what he is doing enters that DM's group. Now before you say, just find another group, I can attest to the fact that finding new players/DMs is not always that easy. A good DM may also have to deal with players used to playing under a DM who had a bad version of balance.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Since D&D is a game whether you're looking at shine time or ability vs ability (class vs class, feat vs feat, etc), I'd call your idea of balance build balance. I'd call shine time something more like role balance, I suppose, though I don't think it fits a title as easily as build balance does.
An important point is that there are different forms of balance and none necessarily exist just because one of them does. A perfectly balanced build system doesn't lead inexorably to perfect role balance. Perfect role balance doesn't require perfect build balance.
My point is that no other form of balance matters other than what you call "role balance".
Sure, if we were playing Warcraft, I'd understand how build balance is important, but we're not.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Since D&D is a game whether you're looking at shine time or ability vs ability (class vs class, feat vs feat, etc), I'd call your idea of balance build balance. I'd call shine time something more like role balance, I suppose, though I don't think it fits a title as easily as build balance does.
An important point is that there are different forms of balance and none necessarily exist just because one of them does. A perfectly balanced build system doesn't lead inexorably to perfect role balance. Perfect role balance doesn't require perfect build balance.
My point is that no other form of balance matters other than what you call "role balance".
Sure, if we were playing Warcraft, I'd understand how build balance is important, but we're not.
What you want is player balance. When one unbalanced built character can fill every role, what role balance is there?
There are quite a lot of things that DM must be worried about while running a game, and I would love not having to worry if my players are breaking the game.
Balance is making sure every character has a chance to shine.
If you aren't worried about balance, I wouldn't want to be in your game, frankly. Everything else is secondary to everyone at the table having fun.
Not true, some of us don't care about shine. We just want to contribute, and live. You dont have to shine to contribute. Support can be a thankless job. I think balance is everyone having fun, but not everyone's fun is the same.
Bill Dunn(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Companion, Modules Subscriber)
Cartigan wrote:
Really? Really?
It may not be the only problem, but I'd say it's the lion's share of it. And your own example about the weak ninja and the uber-arcanist shows that point.
Strategies that are overly dominant should usually be avoided in game design. In particular, no strategy should come without significant trade-offs. But there's nothing wrong with a strategy being the best in certain circumstances. How often those circumstances come up will have a lot of power to determine whether or not a particular build strategy is really dominant in play. And that's why balance cannot be perfectly addressed at the game system level and the individual DM always plays an important role.
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work.
If the players/DMs don't know what balance is, then they aren't hurting anything by not having it.
Not true. The player in the DM's game suffers, until someone convinces him or if a player that knows what he is doing enters that DM's group. Now before you say, just find another group, I can attest to the fact that finding new players/DMs is not always that easy. A good DM may also have to deal with players used to playing under a DM who had a bad version of balance.
We all suffer by not educating each other, IMHO.
I know finding a good DM isn't easy. I moved to DC awhile back and all I've found, so far, are the kind of players we all know and fear.
However, I keep going back to a simple irrefutable fact. "Balance" is determined by GM style, not game mechanics. So, ultimately, if a GM doesn't know how to balance a game (more likely, he thinks he does know how, but thinks his game is balanced already), there's nothing you can do about it other than a little social persuasion.
What you want is player balance. When one unbalanced built character can fill every role, what role balance is there?
That's a pretty extreme case. In fact, I can't think of any real world case where one character can fill every role better than any other character.
Bill Dunn(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Companion, Modules Subscriber)
wraithstrike wrote:
Not true, some of us don't care about shine. We just want to contribute, and live. You dont have to shine to contribute. Support can be a thankless job. I think balance is everyone having fun, but not everyone's fun is the same.
If that's really true, then we can move even farther from build balance. If we define "shining" as the player feeling that they've done their job effectively, had fun doing so, and not felt slighted at the table, then they don't have to have the power to save everybody's bacon or be the center of attention. All a class needs to be able to do is contribute, not dominate or even be equal.
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work.
If the players/DMs don't know what balance is, then they aren't hurting anything by not having it.
Not true. The player in the DM's game suffers, until someone convinces him or if a player that knows what he is doing enters that DM's group. Now before you say, just find another group, I can attest to the fact that finding new players/DMs is not always that easy. A good DM may also have to deal with players used to playing under a DM who had a bad version of balance.
We all suffer by not educating each other, IMHO.
I know finding a good DM isn't easy. I moved to DC awhile back and all I've found, so far, are the kind of players we all know and fear.
However, I keep going back to a simple irrefutable fact. "Balance" is determined by GM style, not game mechanics. So, ultimately, if a GM doesn't know how to balance a game (more likely, he thinks he does know how, but thinks his game is balanced already), there's nothing you can do about it other than a little social persuasion.
So what your saying is an "improvement" of the fighter class and any "nerfing" of the wizard class wasn't done for "balance" issues, because mechanics do not effect "balance". So then we can't say that PF made any improvements in game "balance" in your opinion? Interesting.
There are quite a lot of things that DM must be worried about while running a game, and I would love not having to worry if my players are breaking the game.
Balance is making sure every character has a chance to shine.
If you aren't worried about balance, I wouldn't want to be in your game, frankly. Everything else is secondary to everyone at the table having fun.
Not true, some of us don't care about shine. We just want to contribute, and live. You dont have to shine to contribute. Support can be a thankless job. I think balance is everyone having fun, but not everyone's fun is the same.
Fair point. However, I did say *I* wouldn't want to be in yoru game.
I don't much like playing with people who don't want to shine. It turns the game into an "all about me" thing which I find boring.
This is only describing my game style, not meant to denigrate anyone else'.
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work.
If the players/DMs don't know what balance is, then they aren't hurting anything by not having it.
Not true. The player in the DM's game suffers, until someone convinces him or if a player that knows what he is doing enters that DM's group. Now before you say, just find another group, I can attest to the fact that finding new players/DMs is not always that easy. A good DM may also have to deal with players used to playing under a DM who had a bad version of balance.
We all suffer by not educating each other, IMHO.
I know finding a good DM isn't easy. I moved to DC awhile back and all I've found, so far, are the kind of players we all know and fear.
However, I keep going back to a simple irrefutable fact. "Balance" is determined by GM style, not game mechanics. So, ultimately, if a GM doesn't know how to balance a game (more likely, he thinks he does know how, but thinks his game is balanced already), there's nothing you can do about it other than a little social persuasion.
So what your saying is an "improvement" of the fighter class and any "nerfing" of the wizard class wasn't done for "balance" issues, because mechanics do not effect "balance". So then we can't say that PF made any improvements in game "balance" in your opinion? Interesting.
The biggest contribution of the fighter class and the wizard class were that they were given some distinct abilities which helped to make them more unique and, so, give them more shine time.
I don't think PF made any improvements in game balance beyond that.
Some one could have the most broken arcane character manageable while some one else has a weak Ninja, but the Ninja is obviously going to be better at finding and disabling traps. Does that make the game balanced? No.
The way I defined it is the only way that makes sense to me.
If you are defining it some other way, tell me how you are defining it and tell me how balance (as you've defined it) matters.
I am referring to balance as game balance. As one class/feat/ability/etc is not markedly better than every other class/feat/ability/etc
Why does it matter if a feat is markedly better than every other feat?
And how do you determine, with out knowing what kind of game the GM is going to run, whether any particular feat is markedly better?
The only problem with one feat being markedly better than another feat (if we ignore the issue of making sure every character has a chance to shine) is that it leads to less diversity amongst the characters - something which is easily solved when the GM decides "the last adventure was a hack and slash, this next adventure I think I'll make it about sneaking/court politics".
There are a lot of players/DMs who have no idea of what balance is due to a lack of understanding how certain things work.
If the players/DMs don't know what balance is, then they aren't hurting anything by not having it.
Not true. The player in the DM's game suffers, until someone convinces him or if a player that knows what he is doing enters that DM's group. Now before you say, just find another group, I can attest to the fact that finding new players/DMs is not always that easy. A good DM may also have to deal with players used to playing under a DM who had a bad version of balance.
We all suffer by not educating each other, IMHO.
I know finding a good DM isn't easy. I moved to DC awhile back and all I've found, so far, are the kind of players we all know and fear.
However, I keep going back to a simple irrefutable fact. "Balance" is determined by GM style, not game mechanics. So, ultimately, if a GM doesn't know how to balance a game (more likely, he thinks he does know how, but thinks his game is balanced already), there's nothing you can do about it other than a little social persuasion.
It is actually a combination of the two. Most things work well as written under most DM's even if they don't run the same game, so the mechanic is very important. Only when DM's, dont know what they are doing, as in misread or alter rules, mistakenly or not, does balance normally become an issue. I used to ignore a lot of things, but once I started to things by the book the gameplay improved. If the mechanics were messed up, it would not have matter if I had never improved as a DM or not. It is easier to learn from DM'ing errors than go along and fix every broken mechanic that exist.