
booger=boy |
hi guys,
I've watched The One Ring rpg design videos and one of the main guys behind the game seemed to poo-poo the idea that the player options had to be perfectly balanced. In particular he was talking about letting players be Noldor elves or Rangers be in the game as player options. He thought it was ok that they were tougher as long as everyone at the table understood that this was just the way it was.
I liked that. I'm not someone who suffers from power lust, where my PC has to be the toughest guy on the planet to have fun. I could dig an above average fellow PC being around my character. I'd probably have fun with it.
Do you guys think we pfinders obsess too much over race and class balance?
booger=boy

Writer |

hi guys,
I've watched The One Ring rpg design videos and one of the main guys behind the game seemed to poo-poo the idea that the player options had to be perfectly balanced. In particular he was talking about letting players be Noldor elves or Rangers be in the game as player options. He thought it was ok that they were tougher as long as everyone at the table understood that this was just the way it was.
I liked that. I'm not someone who suffers from power lust, where my PC has to be the toughest guy on the planet to have fun. I could dig an above average fellow PC being around my character. I'd probably have fun with it.
Do you guys think we pfinders obsess too much over race and class balance?
booger=boy
TBH, i think a race/class has a problem if it is clearly overpowered on all levels. Any player can look at the classes and pick the best things they can and go total munchkin, but if the average player just playing his joe/jane is op, then the class probably needs a nerf. The main issue is we don't have a clear definition of overpowered. A properly played ranger will of course outshine a party of idiots, as a munchkin ranger will outshine a party of average joes. Its a whole lotta grey and this makes it a troublesome issue.

Randall Jhen |

It is critical that, if you do have one PC who is more powerful than the others at the table, that character not make anyone else's character redundant. It's okay to have overlap to a point, but if you have, for instance, a more-powerful bard who is a better caster than your dedicated wizard or cleric, you're going to run into problems.

booger=boy |
booger=boy wrote:TBH, i think a race/class has a problem if it is clearly overpowered on all levels. Any player can look at the classes and pick the best things they can and go total munchkin, but if the average player just playing his joe/jane is op, then the class probably needs a nerf. The main issue is we don't have a clear definition of overpowered. A properly played ranger will of course outshine a party of idiots, as a munchkin ranger will outshine a party of average joes. Its a whole lotta grey and this makes it a troublesome issue.hi guys,
I've watched The One Ring rpg design videos and one of the main guys behind the game seemed to poo-poo the idea that the player options had to be perfectly balanced. In particular he was talking about letting players be Noldor elves or Rangers be in the game as player options. He thought it was ok that they were tougher as long as everyone at the table understood that this was just the way it was.
I liked that. I'm not someone who suffers from power lust, where my PC has to be the toughest guy on the planet to have fun. I could dig an above average fellow PC being around my character. I'd probably have fun with it.
Do you guys think we pfinders obsess too much over race and class balance?
booger=boy
I took away from listing to the The One Ring RPG design video that they would be tougher and nastier than the other options. No biggie to me, that's the way they were in the ol books.
booger=boy

booger=boy |
It is critical that, if you do have one PC who is more powerful than the others at the table, that character not make anyone else's character redundant. It's okay to have overlap to a point, but if you have, for instance, a more-powerful bard who is a better caster than your dedicated wizard or cleric, you're going to run into problems.
I've had redundancies in some of the PC gamer versions of dnd I've played. In those cases I never felt like they lesser powered character was redundant, still useful.
booger=boy

Jeranimus Rex |

To answer you question, No, balancing options is not anti-fun, the opinion of a developer on a Lord of the Rings RPG doesn't mean much in this regard.
And of course it's always a matter of degree. A properly min-maxed Two-Handed fighter might deal more damage than the rest of the party, but that doesn't mean the Four-Winds/Sacred Mountain Monk isn't a mean combatant in his own right, or that the Rogues trap-finding and disable device aren't invaluable.
However a Gestalt Cleric/Ranger would probably blow a lot of folks out of the water since they get an animial companion, lots of skills, spells, Domain abilities, bonus feats etc. Such a character could easily neutralize encounters left and right, making the party feel like there's no point to being there, and giving the GM a hard time of building encounters.

thenobledrake |
3 people marked this as a favorite. |
It's funny that this is brought up while talking about the new Lord of the Rings role-playing game... here's a brief anecdote from when I once played the old Lord of the Rings role-playing game (the coda system one):
I wanted to play a warrior, a man of minas tirith that was good with a sword, familiar with a horse, and a good pick for sentry duty. So I invested the points I was given at character creation into those activities.
My buddy wanted to play an elf nobleman who was snooty and full of himself, but not really all that competent and self reliant... and racial modifiers and spending of points later - he was better with a sword than I, better on a horse than I, had keener senses than I, and still had focused on being socially talented.
Now for the meaning of the anecdote and my opinion on the matter: Either extreme, too much focus on balance or too little attention paid to it, can easily cause things to break down on the fun front - the real balance needed for a game to be enjoyable is the "sweet spot" somewhere in the middle where options are neither overshadowing one another nor so similar as to become bland.

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A game can be fun if certain characters are stronger. It does get to be a problem if one character gets to constantly overshadow the other player's characters.
Ars Magica solved this problem nicely. In that system Wizards are far and away the strongest characters. It is not even a discussion. However, wizards do not gain experience by adventuring. They do it by studying in their chantry (wizard fraternity tower basically). So every player has a wizard. He also has a bunch of secondary characters who are people who help around the chantry. When a wizard does go out adventuring then he takes a bunch of these secondary characters out with him.
The next time an adventure comes up a different wizard goes.

sunbeam |
I guess it depends on who is playing your game.
Extreme roleplayers probably wouldn't have a problem.
The other 95% of the gaming population will have at least some if the party has any non-elves in it.
I'm not a Tolkien scholar but elves are ridiculous compared to other characters in that setting.
Noldor aren't the ones that saw the light of the Two Trees right? Because weren't the elves who did, depicted as going toe to toe with Morgoth at times? Let alone that pipsqueak Sauron, or his laughable lackey Saruman.
I wouldn't have any fun playing that game. Either you play an elf and hold back in the game so other people could actually matter. Or you play a man and realize that the Curse of Men is to suck.

sunbeam |
I just looked it up. Noldor were the big bad elves who saw the light of the trees.
"Fingolfin in despair rode to Angband and challenged Morgoth to single combat. He dealt Morgoth seven wounds but perished, and he was succeeded by his eldest son Fingon, who became the second High King of the Noldor in Beleriand."
Let me get this straight. Morgoth is the equivalent of Satan, stronger than any of the Valar (or at least their equal).
This game designer doesn't see a problem with something like this? Translated into a game?
Tolkien may have had a big influence on fantasy, and indirectly on gaming, but if you translate his world faithfully it isn't going to be a very good gaming system.

Bill Dunn |

I just looked it up. Noldor were the big bad elves who saw the light of the trees.
"Fingolfin in despair rode to Angband and challenged Morgoth to single combat. He dealt Morgoth seven wounds but perished, and he was succeeded by his eldest son Fingon, who became the second High King of the Noldor in Beleriand."
Let me get this straight. Morgoth is the equivalent of Satan, stronger than any of the Valar (or at least their equal).
This game designer doesn't see a problem with something like this? Translated into a game?
Tolkien may have had a big influence on fantasy, and indirectly on gaming, but if you translate his world faithfully it isn't going to be a very good gaming system.
Let's also keep in mind that Fingolfin was the High King of the Noldor, had lived in Aman with the light of the two trees, and the Noldor were serious bad-asses at those times of legend. Morgoth may be a Satan figure (although in decline), but Fingolfin is in D&D's Epic levels.
As far as the Noldor go, most of those elves had already left Middle Earth (or been killed) by the time of the Second and Third Ages. Aside from Galadriel, you've largely got later generations of Noldor descendents who aren't as old and mighty as the ones who made the crossing from Aman. In other words, the super-mighty elves were few and most suitable as NPCs. I'm reasonably sure, given the reviews of One Ring that suggest a very good understanding of the setting and a good translation of the narrative structure of the stories into the rules, that the designer understands that.
As a side topic, I thought Middle Earth Role Playing had an interesting take on building elven characters. Depending on how significant the elven line was, elf characters had restricted choices where they could invest their highest rolled stats. Presence was pretty much required of all of them, Noldor were more restricted than others.

Carl Cascone |

Balance is important to some degree.
In star wars, the Jedi SHOULD be the most powerful character. The Jedi will often outshine the others, but there is not alot of overlap.
I stopped playing D&D at 4e because it seemed to focus too heavily on balance, making all classes feel the same. They all became these cinematic wizards that you could picture doing things in an action movie. Balance is important, but I do not think it should be the alter of game design.

Evil Lincoln |
1 person marked this as a favorite. |

Note that if you go the One Ring route, the onus is upon the GM to create the encounters that all players can contribute to meaningfully. Tolkien planned a way to make Hobbits work next to Gandalf and Aragorn.
RPGs are unpredictable. Even if you have the luxury of planning for your group, things don't always go according to plan.
Giant balance systems (like D&D and Pathfinder have) promise that players may freely browse a large catalog of character options, but still have all players contributing meaningfully in a generic context, such as a published module.
Whether or not these systems are GOOD at this task is a matter of its own debate. Regardless, you're better off with some kind of challenge yardstick in a game where you may not know anything about the player-characters until gameday.
Neither is superior. It's about what kind of game you're looking for.

Dire Mongoose |
1 person marked this as a favorite. |

Do you guys think we pfinders obsess too much over race and class balance?
Nope.
The base game should be as balanced as we can make it. If individual groups want to deviate from that and let people play crazy crap, more power to them, but the baseline should be a game in which all the players get to contribute without the GM having to go out of his way to make it happen.

TheWarriorPoet519 |
1 person marked this as a favorite. |

Balance remains in the best interests of fun, so long as its primary concern is ensuring that the player options and game mechanics flow efficiently with one another, without forcing players into excessive spotlight or excessive uselessness. When done right, its hand is invisible.
Balance becomes a hindrance to fun when in it's name, game design and management becomes all about telling players what they can't do, as opposed to what they can.

TheWarriorPoet519 |

Why does the roleplay rationalization used to excuse this kind of thing only go one way?
Why can't someone take a hobbit's stats and roleplay an elf?
Why can't you expect roleplayers to roleplay super-elves without having the mechanics to back it up?
I can answer the third one: Because generally speaking, it comes across rather awkwardly in-game if a character's actual capabilities per the game mechanics do not match up with, or support, what the fluff of his character says he should be able to do. Aside from breaking suspension of disbelief, which is maintained by consistency, it's bad game design.

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If you want a gamist game, then balance will be seen as important.
If you want a simulationist or narrativist game, then balance will not be seen as that important.
The fun people are aiming for in their play experience will shape what they value out of the experience.
Since most people are playing RPGs for a mixture of gamism, simulationism and narrativism then how important any particular thing is emphasized will vary. Hopefully those at the table will understand what styles are being emphasized so everyone has similar expectations.
It would be perfectly feasible to run the Fellowship of the Ring party in some RPGs. Something like the Smallville system would work well for this as it designed so that you can have both Superboy and a regular human contributing meaningful play. There personal power is shaped by the demands of story rather than being measured by a physics engine.
You could have a Pathfinder game where one player starts off as a 20th level wizard and everyone else is 1st level. You'd just have in-game reasons why the 20th level wizard wouldn't just dominate every scene. You could even invent meta-mechanics to even cause penalties if the wizard tries to dominate, such as corruption points. If everyone can appreciate how people are playing certain roles in the game then it can work.
People in this situation that would have the biggest issue would be those coming from a very gamist philosophy, where they are competing against the system, and perhaps to a degree against each other (at least is measuring each others performance vs the system), and so they want the game organized so that player skill is being measured above all else. If that were the case then asymmetric power scales would rub them the wrong way unless very well crafted so that they perform well within a competitive structure.
The only way out of that is for the person to either not play in that game, or suck it up and accept that not every game the group plays isn't going to meet his specific tastes.

booger=boy |
Balance is important to some degree.
In star wars, the Jedi SHOULD be the most powerful character. The Jedi will often outshine the others, but there is not alot of overlap.
I stopped playing D&D at 4e because it seemed to focus too heavily on balance, making all classes feel the same. They all became these cinematic wizards that you could picture doing things in an action movie. Balance is important, but I do not think it should be the alter of game design.
Im glad you brought up star wars. I lost all interest in the Old Republic MMO because the sith seemed watered down. I saw a stormtrooper almost take out a sith lord by resisting his force lightning. Then I saw a Jedi resist his lightsaber with her hand! It was too much too bear.
booger=boy

wraithstrike |

Balance is an illusion. The pursuit of which is not useless however.
Each DM must find the balance that works for his group. A designers job is to facilitate finding that balance so that the DM can spend more time on the non-mechanical considerations.
TOZ said what I was going to say. +1
@ the OP: Didn't we have this discussion with admin input about your signature issue before?

booger=boy |
I just looked it up. Noldor were the big bad elves who saw the light of the trees.
"Fingolfin in despair rode to Angband and challenged Morgoth to single combat. He dealt Morgoth seven wounds but perished, and he was succeeded by his eldest son Fingon, who became the second High King of the Noldor in Beleriand."
Let me get this straight. Morgoth is the equivalent of Satan, stronger than any of the Valar (or at least their equal).
This game designer doesn't see a problem with something like this? Translated into a game?
Tolkien may have had a big influence on fantasy, and indirectly on gaming, but if you translate his world faithfully it isn't going to be a very good gaming system.
Morgoth is the whole reason that there was evil in the TOlkein world. He had to be a bad bugger or evil wouldn't be an issue.
booger=boy

Tequila Sunrise |

sunbeam wrote:I just looked it up. Noldor were the big bad elves who saw the light of the trees.
"Fingolfin in despair rode to Angband and challenged Morgoth to single combat. He dealt Morgoth seven wounds but perished, and he was succeeded by his eldest son Fingon, who became the second High King of the Noldor in Beleriand."
Let me get this straight. Morgoth is the equivalent of Satan, stronger than any of the Valar (or at least their equal).
This game designer doesn't see a problem with something like this? Translated into a game?
Tolkien may have had a big influence on fantasy, and indirectly on gaming, but if you translate his world faithfully it isn't going to be a very good gaming system.
Morgoth is the whole reason that there was evil in the TOlkein world. He had to be a bad bugger or evil wouldn't be an issue.
booger=boy
I think Sunbeam is pointing out the potential problems with having a PC race powerful enough to seriously wound the BBEG of BBEGs.
As for myself, I'm amused at the idea of PF fans being obsessed with balance. I suppose 'obsess' is a subjective verb in this case, but I always thought if you're obsessed with balance you're probably playing 4e. Like me. :)

Scott Betts |

Carl Cascone wrote:Balance is important to some degree.
In star wars, the Jedi SHOULD be the most powerful character. The Jedi will often outshine the others, but there is not alot of overlap.
I stopped playing D&D at 4e because it seemed to focus too heavily on balance, making all classes feel the same. They all became these cinematic wizards that you could picture doing things in an action movie. Balance is important, but I do not think it should be the alter of game design.
Im glad you brought up star wars. I lost all interest in the Old Republic MMO because the sith seemed watered down. I saw a stormtrooper almost take out a sith lord by resisting his force lightning. Then I saw a Jedi resist his lightsaber with her hand! It was too much too bear.
booger=boy
Yeah, man, if you roll a Jedi you should just be able to effortlessly cut down other players! I mean, you're a Jedi! So what if that isn't any fun for the other players? It's fun for you, and fulfills your wild power fantasies! Sounds like a great game design! Fund it!

Natan Linggod 972 |
I think Sunbeam is pointing out the potential problems with having a PC race powerful enough to seriously wound the BBEG of BBEGs.As for myself, I'm amused at the idea of PF fans being obsessed with balance. I suppose 'obsess' is a subjective verb in this case, but I always thought if you're obsessed with balance you're probably playing 4e. Like me. :)
I think there is a huge difference between wanting balance and wanting blandness.
Balance is wanting all players to feel like they can contribute meaningfully and have fun.
Blandness is, everyone's the same regardless.

Tequila Sunrise |

Tequila Sunrise wrote:
I think Sunbeam is pointing out the potential problems with having a PC race powerful enough to seriously wound the BBEG of BBEGs.As for myself, I'm amused at the idea of PF fans being obsessed with balance. I suppose 'obsess' is a subjective verb in this case, but I always thought if you're obsessed with balance you're probably playing 4e. Like me. :)
I think there is a huge difference between wanting balance and wanting blandness.
Balance is wanting all players to feel like they can contribute meaningfully and have fun.
Blandness is, everyone's the same regardless.
Really, dude? I make one self-deprecating reference to my favored game, and you're starting with the edition war BS already? We're not even on page 2 here.

doctor_wu |

I think balance is important when I gm because if to not tpk the group I get one character steamrolling most of the encounters I get bored as a gm and the game is meant to be fun. Of course that was a 3.5 fighter at first level with 18 strength 18 dex and 16 con so I had a hard time hitting him and he was tough and hit hard. I don't think everyone else in the campaign felt overshadowed. That player got busy and the campaign went on without him and was fairly sucessful and my longest after that.

Umbral Reaver |

Balance is indeed evil and has been the source of all the problems I've had in gaming.
Ignoring balance is indeed evil and has been the source of all the problems I've had in gaming.
:P
Good balance lets you get on with the roleplaying and stop worrying so much about whether the numbers line up. The better the balance (which is not the same thing as homogeniety; 4e is homogenous but far from balanced), the smoother the game flows and the better the players are able to roleplay without system interference.
Want to play a duelist? Sucks to be you. Duelists are vastly underpowered, no matter how hard you want to roleplay one. If they were balanced, it would be just as fun to play your duelist concept as any other.