Theorycraft vs real life application


Pathfinder First Edition General Discussion

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Liberty's Edge

Kirth is here for the same reason most of the good posters are here. To get a discussion going that will impact changes both in this and the next version.

Why make the perfect the enemy of the good?


DrDeth wrote:
His purpose seem to be only to belittle Paizo’s product, which he constantly does, pointing out the weaknesses which he claims his version fixed.

I can see why you'd think so, but if I may, I'd like to correct this. My purpose is to belittle the philosophy that "all existing rules are perfect for all groups because the DM should fix everything." The existing rules we're talking about are Paizo's, so they're the ones I'm looking at, but if my rules were official, I'd be sniping at them instead.

See, my version has fixed the problems that our group had with the existing rules, not "all problems." YOUR group's version would fix the problems that YOUR group has with the existing rules. Everyone can do this. As you point out, there are a lot of houserules collections out there, some quite voluminous, and all of those people tend to love them. They're not all the same (although I do note a surprising amount of overlap), but they all have one thing in common: each group makes a better game for themselves, starting with PF or 3.5 or whatever as a base and altering to taste by group approval.

This is a big shift from the paradigm of "the group has no say in the rules and must simply trust the DM, who shall be the sole decider of how the rules will be skewed for his group."


The point is one you have published (even electronically only, and even free) YOUR game , and no longer play THIS game, it’s time to start your own MB about YOUR game, and don’t come here just to knock a game you no longer play. You are now a competitor, not a player.

The Devs post here often, yes? Do you see them posting on other companies MB about that other companies products, belittling them? No. Do you see Mike Mearls or any of the WotC devs posting here?

Once you have a competing product, then you need to stay out as your comments are tainted by that competition. Now that there *IS* a “Kirthfinder”, it’s time to say good-bye to your competitors MB. Sorry, but that’s the only ethical way to go.

I am telling you this as Dev to Dev, one gaming developer to another. You’re now a Developer of Kirthfinder. This means you should no longer haunt your competitors message board, as it can be seen as an attempt to drum up business for your own product (even if you don’t currently charge for it).

Now, I am retired from the business and my product is long out of print, no longer “competition” to anything. But you, you’re just starting. Good luck!

Liberty's Edge

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Publishing a houserule set doesn't make him a competitor. And even if it did, it would make him a 3PP, which Paizo likes because it keeps people playing the APs and Modules.


Adventure Path Charter Subscriber
GrenMeera wrote:
It is an industry and there are specific intellectual communities focused entirely on game design. It is hard to be less vague than that, but this is what I mean.

It was the "world" that threw me.

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I did not say that game balance "must" be measured objectively, I said that it always "can". The point I was trying to make is that something that is difficult or improbable are not impossible. That distinction is very important when using logic based methodology.

Unto itself, I agree that something being difficult or improbable is not necessarily impossible. But on the other hand, some things are still impossible.

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Interesting. I consider this a slightly different topic, but I can appreciate what you're trying to say here.

Thanks for that.

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Interpretation is a bit different than what I consider style. A GM who uses a large amount of undead simply because they like undead versus a GM who has a plot-line based upon dragons are using the same rules interpretations. However, their style will make some characters more effective than others. Some GMs have more social interactions than others as well, yet still operate within the exact same interpretations.

Fair enough, but that also gets into questions of balance, since if "style" includes what sort of situations are given more prevalence than others, than abilities that speak to those situations will have greater influence and applicability than those that don't (e.g. the usual presumption of the primacy of combat versus social interaction).

There are also a hoard of other "soft" factors (that is, that don't deal directly with game mechanics, but do affect them indirectly) that influence balance, such as encounters per day.

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Actually I was following through with my primary point, which you just disagreed with. Balance is not subjective. It is a fully objective idea. It is NOT an opinion and does NOT require agreeance. It is as factual as math. Something is either balanced or it is not, and this is not an opinion.

I disagree with this fundamentally. "Balance" is an opinion, and one that's very rarely stated with anything more substantive than "I know it when I see it."

If it is an objective idea, then please define it here, so that definition can be examined and discussed.

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The metrics to measure balance become subjective. An imperfect metric essentially makes a logical proof impossible. This is how we convince ourselves that balance is an opinion because of the flawed metrics. This is a clear distinction, and this distinction must be made to keep design methodology clean.

See, this is where you lose me. You say that balance is objective, but that the metrics used to measure it are subjective. Given that the methods used to measure (and, by extension, define) it are subjective, the idea that balance is itself objective seems to be, at best, an academic argument (at worst it seems to undercut the idea of objective balance altogether).

To be clear, I do believe that there are objective things that are measured using subjective metrics. I just don't believe that this is one of them.

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If it means anything, I am operating with a Bachelor's of Science degree in Game Design and Development. I do this for a living. Respecting the difference between objective fact and imperfect metrics is how you setup valuable test data. The scientific method must remain objective, so you have to understand where that line is drawn. You can't let a paltry thing like impossibility shake your resolve to try.

I'll not speak to your credentials, since I think that this is necessarily a difference of opinions rather than a debate over facts.

That said, I don't see anything to indicate that balance is, unto itself, possessed of an objective nature. It's definition seems to be best represented as "allowing everyone to contribute meaningfully without anyone eclipsing anyone else" which is a statement full of personal judgments.

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Just because you don't know the truth does not mean that truth is a lie (or cake). Convince yourself that there is no truth, and you've made all effort meaningless.

This doesn't undercut the fact that there are some instances where there is no hard truth, just personal beliefs.

Kirth Gersen wrote:

Say there's an ambiguity. You seem to be claiming that "The DM has to rule on it! So the game DOES run on DM fiat!" But that's not what happens.

(a) If your group is involved in the design process, there are consequently fewer disagreements on how things are "supposed" to work.
(b) In the event of confusion, you can simply ask the person who proposed the rule in the first place. That person doesn't have to be the DM. Again, the group is reviewing things AFTER the game, and if the majority wants it ruled some other way, they'll change it at that time. But during the game that's not the case.

The GM does have to rule on it, because what happens is:

(c) The disagreement is happening in the middle of game-play over an issue that isn't one of your group's house rules (so there is no "person who originally proposed the rule" present to ask). Which means that arbitration is needed during the course of the game.

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I don't see how "the group collectively writes the rules and plays by them" vs. "the game runs by DM fiat" can be considered only a "semantic difference." In that case, the difference between an autarchy and a Constitutional republic is "merely semantic."

This is an excellent example of an imperfect analogy.

First, let's recognize that having a GM with some authority to arbitrate is not "the game running by GM fiat."

Second, the point was that if "balance" is something that's found in the rules, rather than in GM arbitration, writing new rules yourself for where you feel the published rules are lacking is unto itself a method of arbitration. Engaging others in the process simply farms out some of the responsibility for doing so; that doesn't change that you had to do so in the first place.


As a DM I tend to find 'optimised' characters tend to lack some versatility due to focus and then immediately rely on other characters to give them the level of relevance and power the theory-crafter wishes they had (hence terms like 'God-Wizard').

Every character has a weakness or two and every good DM will present a range of challenges in order to ensure different pcs have a chance to shine. Generally the more cheesy the build the more the DM will ensure they are challenged in my experience but it is rare I have seen given the opportunity to become truly broken.


ciretose wrote:
Publishing a houserule set doesn't make him a competitor. And even if it did, it would make him a 3PP, which Paizo likes because it keeps people playing the APs and Modules.

Sorry Ciretose, you & I usually agree. But Kirthfinder is not a supplement, it’s a system. It’s thus competition. This would be like Mearls coming here to crow about how great D&D Next is and point out the shortcomings of Pathfinder.

Sure, no doubt people buy Paizo APs but play 3.5 with them, and I am sure Jessica and co think that’s great. Still Mearls doesn't post here, and SKR doesn't post there.

It’s an ethical issue, and now Kirth is a developer of a competing game system, it’s not ethical for him to post here to push his system and knock Paizo’s. Since I am a Developer I can say this with some experience under my belt. Kirth has been a valued member of the community, yes, with well thought out comments. But now he’s a competitor. It's time to start his own MB for his own product , and I wish him luck.

Shadow Lodge

ciretose wrote:
Publishing a houserule set doesn't make him a competitor. And even if it did, it would make him a 3PP, which Paizo likes because it keeps people playing the APs and Modules.

When a printed version of the "house rules" rivals the size of the core rulebook, they aren't really house rules anymore.

It's a full system that occasionally references another system, akin to 0E D&D and Chainmail.


DrDeth wrote:
But Kirthfinder is not a supplement, it’s a system. It’s thus competition.

It's intended precisely as a supplement. I intentionally left out big swaths of the Core Rules so that you need that book, too, in order to play. I've inentionally made rules that you can still use when playing Paizo's APs (which are taking up more shelf space at home than I like to think about). And I've intentionally made it free (and the current version available by individual request only), and will always do so.

What me and my group have done is made a "patch," so that groups with preferences like ours can still use Paizo's game and Paizo's adventures, but get a game experience out of them that they might prefer.

In other words, if it works as intended, "Kirthfinder" will actively increase Paizo's sales, rather than cut into them.


Pathfinder Adventure Path Subscriber

Well, some theories are core and fundamental and do point to how a game is actually played. Hell, people seem to ignore that good theories are based on empirical observation.

-- An effective way to win fights is to deal lots of damage. Classes that are very good at dealing damage (barbarian) are more "effective" in combat than classes that are not so lucky (monk). That is, if the objective in combat is to deal enough damage to end the combat, the class that can more consistently deal more damage will be more effective at ending combat. You might say "in my game, monks are better than barbarians", but that's likely not going to be the norm because of essential game design.

-- TTRPGs are open-ended games which have multiple ways of achieving goals. They also have myriad goals to achieve. This differentiates them from, say, video games, which tend to be more rigid in their design. A DM certainly CAN tailor challenges to fit "specific" builds, but in my experience a smart DM will have many different ways for characters to achieve goals in order to avoid bottlenecking. With this core assumption in mind, my "theory" is that classes that have access to more diverse yet effective types of problem-solving devices will do better in most situations. To me, this is the theoretical underpinning of why the game favors casters.

Being able to do "more things" makes one more effective in a situation where every week brings different challenges. Things like Speak With Dead, Teleport, Wild Shape, etc. don't really have an analog for most non-caster classes.

The "more effectively" comes into play when comparing spells to, say, skills or feats. For a substantial feat, class feature, and skill point investment, my party Ninja can get his Acrobatics or Climb skills up to remarkably high levels. I can cast Fly or Dimension Door and solve most of the problems that a high Acrobatics or Climb skill would solve.

This isn't really "theorycrafting" in a pejorative sense (as in it doesn't resemble what comes up in actual games). It's looking at what makes characters fundamentally effective in games. In your game, you might find that the party Rogue can do just as much just as effectively as the party Druid. But over hundreds of sessions in hundreds of games, the Druid will win out because the theory upon which the game is based favors his class.

You can put anecdotal outcomes into perspective, too. I expect that sometimes the rogue will be awesome and the druid won't be. Sometimes when the 2002 San Francisco Giants played, JT Snow hit a home run and Barry Bonds struck out. But over 600 at-bats I wouldn't expect their contributions to be equal, because Barry Bonds possesses more of what makes a baseball player good.

Shadow Lodge

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Question for you, Kirth. When was the last time you had more than two or thee posts in a topic discussing Pathfinder's system where you DIDN'T mention Kirthfinder?

The Exchange

If it's a sin for people to be proud of their babies, I know a lot of folks who are in trouble.


Yes, it may increase Paizos sales. So did 4th Ed. I don't see Wyatt, Mearls or Collins posting here, do you?

Even my friend Creighton, who only writes APs- does he knock Paizo's products? He does promote his stuff, sure, but in the section for that.

Spin it as you will. I have made an appeal to you Dev to Dev, one gaming developer to another. I have explained how this isn't ethical. Look, I have no dog in this hunt. I don't work for any game company. I still play & enjoy other systems.

I would like you to really think out the ethical issue of promoting your competing product on your competitors message board. This isn't En world, or the OotS MB, this is Paizo's.

What you are doing isn't ethical.


Kthulhu wrote:
Question for you, Kirth. When was the last time you had more than two or thee posts in a topic discussing Pathfinder's system where you DIDN'T mention Kirthfinder?

Irrelevant, if it's used as an example to illustrate that Pathfinder itself can work better if you're willing to make changes to suit your group. EDIT: But see following post.


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DrDeth wrote:
I don't work for any game company.

Neither do I! Still, if that's such an issue to you, I'll happily agree to refrain from mentioning my own homebrew patches as examples when discussing game balance. As a fair exchange, people might also stop claiming that addressing any balance issues "automatically leads to 4e" or that it "can't be done, because the DM has to fix everything."


Alzrius wrote:
See, this is where you lose me. You say that balance is objective, but that the metrics used to measure it are subjective. Given that the methods used to measure (and, by extension, define) it are subjective, the idea that balance is itself objective seems to be, at best, an academic argument (at worst it seems to undercut the idea of objective balance altogether).

I did not say that the metric is subjective, I said that the metric becomes subjective due to fallacy. An imperfect metric creates noise in a resultant which makes a proof impossible. This may seem like a semantic difference, but when using the scientific method, semantics can matter on documentation and procedure.

For example, I am stating standards that exist at all levels of balance design, not just tabletop RPGs. Tic-Tac-Toe has a very limited set of rules and permutations, and therefore the metrics of balance are very easy to define. Because of this, you can formulate an actual proof (the result being that the game is not balanced for each player due to turn order).

Checkers is more complicated, but also has been analyzed to a proof. Chess however has created enough complexity that there are still ambiguities and, last I checked, still being examined.

To reiterate, what this means is that you simply need to do many tests with many subsets. Procedurally you need to change the metrics and retest until you are satisfied with the results (this does not mean balance was achieved).

Alzrius wrote:
I'll not speak to your credentials, since I think that this is necessarily a difference of opinions rather than a debate over facts.

Interestingly enough, I did not truly wish to use credentials but opted to do so because of laziness. Traditionally, this is a logical fallacy known as Appeal to Authority and is a mistake to use a logical fallacy in such a way. I simply was so lazy I did not wish to track down true evidence to my claims because a large portion of design methodology is not open source or readily available on the internet.

I point this out because I commend you for noticing that an appeal to authority is not even remotely important, and I thank you for keeping me honest.


Adventure Path Charter Subscriber
GrenMeera wrote:
I did not say that the metric is subjective, I said that the metric becomes subjective due to fallacy. An imperfect metric creates noise in a resultant which makes a proof impossible. This may seem like a semantic difference, but when using the scientific method, semantics can matter on documentation and procedure.

Fair enough, but this doesn't speak to what metric, exactly, you'd use for measuring "game balance" in a game where anything can be attempted.

To put it another way, the reduction of a metric to a subjective state due to fallacy (though you can have subjective metrics, per se, even if those tend to be little more than opinion statements in regards to the qualities of something) doesn't mean that all such imperfections in a metric are necessarily due to a fallacy...at least not one regarding the metric itself (e.g. "the subject under measurement is one that can't be objectively measured to begin with" is a fallacy with regards to making the attempt in the first place, and not in regards to the method of measurement unto itself - a Geiger counter can work just fine, but it won't tell you which flavor of ice cream is the tastiest).

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For example, I am stating standards that exist at all levels of balance design, not just tabletop RPGs. Tic-Tac-Toe has a very limited set of rules and permutations, and therefore the metrics of balance are very easy to define. Because of this, you can formulate an actual proof (the result being that the game is not balanced for each player due to turn order).

Checkers is more complicated, but also has been analyzed to a proof. Chess however has created enough complexity that there are still ambiguities and, last I checked, still being examined.

Yes, but these are computations of the possible moves that can be done and the results of those quantified (insofar as future moves are concerned). There's room to argue that that's not "balance" per se.

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To reiterate, what this means is that you simply need to do many tests with many subsets. Procedurally you need to change the metrics and retest until you are satisfied with the results (this does not mean balance was achieved).

But what, specifically, are we measuring when you say we're measuring "balance"? For that matter, what metric are we using to do it?

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Interestingly enough, I did not truly wish to use credentials but opted to do so because of laziness. Traditionally, this is a logical fallacy known as Appeal to Authority and is a mistake to use a logical fallacy in such a way. I simply was so lazy I did not wish to track down true evidence to my claims because a large portion of design methodology is not open source or readily available on the internet.

I point this out because I commend you for noticing that an appeal to authority is not even remotely important, and I thank you for keeping me honest.

I'll see your thanks regarding this, and raise you a statement of gratitude for keeping the discussion very polite. It's always a pleasure to debate something with someone without it becoming disagreeable (especially on the internet).

Grand Lodge

Back on the topic:

I seem to see a fair number of people (not a majority by any means, but my sample set is small) at PFS tables playing theorycraft characters. It works better than in a home game, because the adventure is all written and set before they sit down at the table or even before they build their character. A player who has played a lot of senarios, and knows the sort of enemies and encounters paizo writes can get far with theorycraft. Of course I have also seen it fail hilariously, such as the necromancer/dark cleric who went a whole adventure without encountering a single undead to practice his awesome uberundeadjitsu on. (I think his whole concept was "each undead we meet gives me strength that I can turn loose on the big boss battle at the end.")

At home tables I have run (admittedly in other systems, but there are enough similarities to apply) I have had a lot of players theory craft, and a lot of players underbuild because something about the character appealed to them. (for example my halfling medic with an obscene heal score and no magic, who was constantly infuriated that even though he was more knowledgable about the body and healing than anyone he had ever met, he was instantly relegated to obscurity the moment a cleric stepped into view, and people only turned to him as an afterthough.)

In home games, the job of the GM is to set up the game so that there are super hard battles that the theorycrafter can shine in, and also challenges that address his weaknesses so that the other players can mock him.... I mean, "Shine in their own areas of expertise."


Alzrius wrote:
But what, specifically, are we measuring when you say we're measuring "balance"? For that matter, what metric are we using to do it?

Your question prompted me to find a short resource to cite from, and though wikipedia is not a final arbiter of information, it is a good starting point:

Balance (game design)

Primarily when looking at the techniques that are mentioned and the methodologies I was attempting to discuss, I refer to Symmetry and Statistical Analysis as the best discourse to balance as I was describing it, although we have discussed the styles in such a way to equate to Gamemaster as well.

Alzrius wrote:
I'll see your thanks regarding this, and raise you a statement of gratitude for keeping the discussion very polite. It's always a pleasure to debate something with someone without it becoming disagreeable (especially on the internet).

You're welcome. I do enjoy a debate, but I dislike arguing.


Adventure Path Charter Subscriber
GrenMeera wrote:

Your question prompted me to find a short resource to cite from, and though wikipedia is not a final arbiter of information, it is a good starting point:

Balance (game design)

Huh, I go to Wikipedia almost every day, and I hadn't even thought to look there!

That said, even the basic definitions of game balance tend to include qualitative statements. For example (emphasis mine):

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In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers.

At what point, when measuring the efficacy of something, do we judge its effects to be "ineffective," let alone "undesireable"? As a community, we're still debating if there's a problem at all with the caster vs. non-caster disparity.

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Primarily when looking at the techniques that are mentioned and the methodologies I was attempting to discuss, I refer to Symmetry and Statistical Analysis as the best discourse to balance as I was describing it, although we have discussed the styles in such a way to equate to Gamemaster as well.

I don't think that those former two techniques are bad metrics for measuring balance in non-RPGs (per se), but in a game where anything can be attempted, I suspect that their value will be sharply curtailed.

Even leaving aside the issue of trying to measure "not being ineffective or undesireable," the symmetry method seems flawed since the players all ostensibly start out with symmetrical resources - that is, they all (presuming a point-buy system of generating ability scores is used) have the same starting options. If that's the only metric used, then is Pathfinder not already a perfectly balanced game, since it's only when the players make differing choices that they voluntarily surrender their symmetry?

Likewise, statistical analysis seems like it would only work (or at least work very well) if used under controlled conditions, e.g. using the same PCs through the same adventure, over and over. This can be somewhat useful when making a self-contained adventure module, but for writing game rules in general it seems like you'd need to constrain the parameters far too much for this to be useful - game-play offers such diversity that the degree of standardization you'd need for this method of measurement simply isn't present...at least not to the point where you could draw anything but the most sweeping of conclusions.

Hence why I much prefer the Gamemaster technique listed in that sub-section.

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You're welcome. I do enjoy a debate, but I dislike arguing.

Same here (though I'll admit I have a hard time not responding in kind if someone does act snarky).


GrenMeera wrote:
Alzrius wrote:
This is an impossible standard, since there are no objective metrics for what constitute "broken exploits" or "contribute equally" - let alone ones that will not only be ageeable to all people, but apply in all in-game situations as well.
In the game design world, game balance is considered an objective problem. It can be measured and it can be held up to scrutiny. However one of the most difficult challenges for any game designer is to find the qualifying metrics to measure from.

Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game. However, fun is entirely subjective. My own perspective to measure 'fun' is to look at 'involvement' by asking the question: does each class/character/player have something they can do to make a substantive contribution to party success?

Using this metric, although casters are more "powerful" than non-casters, although they are at high level much more versatile, if the non-casters can make equally effective contributions every game then they are "balanced" with the casters.


Dabbler wrote:
Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game.

Can we please please please please please please stop it with the "any balance leads to 4e" nonsense? It's been thoroughly refuted more times than I can count. Check out Frank and K's 3.5-compatible Tomes material, or Sartzany's "Ultimate Classes" stuff, for counterexamples.

Grand Lodge

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Theory crafting is the initial stage of game design. Where people get upset is when you don't move on from theory crafting to actual testing.


Kirth is absolutely correct in that houserules made and codified prior to even character generation generate far far less animus from the players than anything you have to fiat later. This is especially true if you're heavily invested in simulationism as I am. Every fiat I have to do is like slowly depleting a bank account of suspension of disbelief that I've worked hard to save up.
My experience with theorycraft is that the errors I make are more likely to be <something sucks in practice considerably less than I thought it was going to> than <something is a lot less awesome than predicted>.


Kirth Gersen wrote:
Dabbler wrote:
Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game.
Can we please please please please please please stop it with the "any balance leads to 4e" nonsense? It's been thoroughly refuted more times than I can count. Check out Frank and K's 3.5-compatible Tomes material, or Sartzany's "Ultimate Classes" stuff, for counterexamples.

No one sez that. What we say is that a attempt at full & complete balance led to 4th ed, which was IMHO a failure. And, I agree- any attempt at 100% balance must needs lead to class homogenization, like 4th Ed had.

Even the Devs here have said they strive for MORE balance. But every other D&D iteration, even OD&D has had imbalance.

The issue is- how much of an imbalance? Can the weaker PC’s still pull their weight and have fun playing? Is the imbalance… um, err- “balanced”- for example the martial/caster imbalance that has been part of D&D since OD&D days, where the martials are more powerful than the caster at low levels, but the caster better at high levels. If it that sort of imbalance- is the ‘sweet spot” there where most games are played? In my experience far far more time is spent playing levels 1-4 than levels 17-20. ymmv, but I doubt it.

And you see- in the games I have played- there is balance of at least #1 and #2.

The issue did arise in 3.5 if all the splat books BUT BonS were allowed, then the “sweet spot” was small and casters rather rapidly took over, leading to nearly unplayable and marginalizing imbalances at higher levels. This is BAD balance issues.

PF seems to be fine, altho I have not played at the very highest levels (where few do). I am reliably informed that the casters do rule there, altho the martials are able to contribute.

And honestly, I don’t give a rodents rear end about some little known 3rd party stuff. Not that their stuff may not be well written but it has not come under the harsh scrutiny of 10’s of thousands of players and optimizers like PF has. Look how long it took the optimizers to find the Simulacrum loophole.

Quite a few minor glitches were found not by the Paizo design team or even by their playtesters but by the 10’s of thousands of PF players and posters. Until that product has been exposed to the harsh scrutiny of the public like WotC and Paizo, they can’t be used as an example.


Simulacrum is entirely up to the GM what powers a half HD creature would have. Since the spells says that creatures made have only the powers appropriate for the new HD of the creature. RAW simulacrum can be either completely broken or perfectly balanced depending on what the GM rules as appropriate.

The discussion about simulacrum is case in point the flaws of theory crafting. It assumes the GM will rule one way or the other about ambiguous rules.

Like if your GM doesn't find wish to be an appropriate power for a half-HD creature, then simulacrum doesn't give you wish. If you as a GM think that is appropriate the spells breaks your game.

Even running games using RAW, GM skill has a lot to do with how balanced everything is and whether or not certain theorycraft builds work.

Also the only real problem with 4e is how meta 90% of the mechanics are. Describing powers in square range or as "encounter" powers destroys the suspension of disbelief for me. The ritual system and actual combat was very solid, but the meta wording was the biggest turn-off for me. (That and 5hp CR 20 mooks. wtf?)


Marthkus,
4edition is what happens when you go as far in the Gamist direction of the GNS triad ass you can. It's almost taking the gamist to the absurd. I'm sure someone will pipe up with an example system that takes narrativist to the absurd (Amber perhaps?---Storyteller in practice was fairly middle of the road despite its pretensions).


EWHM wrote:

Marthkus,

4edition is what happens when you go as far in the Gamist direction of the GNS triad ass you can. It's almost taking the gamist to the absurd. I'm sure someone will pipe up with an example system that takes narrativist to the absurd (Amber perhaps?---Storyteller in practice was fairly middle of the road despite its pretensions).

I'm not one to call 4e some sort of anti-fun devil spawn that causes poor Gary to role in his grave.

It's a solid system and addresses everyone's problems with pathfinder. WotC just used poor wording. Encounter powers were something you could do and then had to catch your breath before doing again. When you workout and lift weights something like that makes a lot of sense. But I had to really read the RAI rules to remove the powers away from being meta encounter based.

They put the mechanics first instead of the narrative first. Honestly instead of 5e wizards should be working on 4.5 and just tweak everything to be far less meta. (Oh and by the way. On 4e boards people still call casters OP and lament about martial caster disparity, so no amount of balance will ever fix that problem.)


Marthkus wrote:

It's a solid system and addresses everyone's problems with pathfinder. WotC just used poor wording. Encounter powers were something you could do and then had to catch your breath before doing again. When you workout and lift weights something like that makes a lot of sense. But I had to really read the RAI rules to remove the powers away from being meta encounter based.

They put the mechanics first instead of the narrative first. Honestly instead of 5e wizards should be working on 4.5 and just tweak everything to be far less meta. (Oh and by the way. On 4e boards people still call casters OP and lament about martial caster disparity, so no amount of balance will ever fix that problem.)

I suspect 4th editions biggest problem was just trying to change far too much far too quickly. Since there were so many radical changes to the system that needed to be adjusted for, actual game balance didn't really improve very much. Sure, some of the OP classes were martials now instead of casters, but balance was still wonky.

On top of that, the radical change just alienated the fanbase. There are gamers who still miss THAC0 and Elf being a class instead of a race. Heck, anytime the Paizo devs deviate from 3.5 rules/rulings (Like the recent armor spikes issue) a lot of players get upset. How WotC didn't realize that junking almost every single familiar mechanic was bound to leave them with a lot of unhappy customers...

Digital Products Assistant

A reminder: please be civil to other posters when posting to our messageboards. Additionally, edition warring is not something we want on paizo.com. Let's try to steer this one back on topic, please.


Pathfinder Adventure Path Subscriber
Marthkus wrote:
EWHM wrote:

Marthkus,

4edition is what happens when you go as far in the Gamist direction of the GNS triad ass you can. It's almost taking the gamist to the absurd. I'm sure someone will pipe up with an example system that takes narrativist to the absurd (Amber perhaps?---Storyteller in practice was fairly middle of the road despite its pretensions).

I'm not one to call 4e some sort of anti-fun devil spawn that causes poor Gary to role in his grave.

It's a solid system and addresses everyone's problems with pathfinder. WotC just used poor wording. Encounter powers were something you could do and then had to catch your breath before doing again. When you workout and lift weights something like that makes a lot of sense. But I had to really read the RAI rules to remove the powers away from being meta encounter based.

They put the mechanics first instead of the narrative first. Honestly instead of 5e wizards should be working on 4.5 and just tweak everything to be far less meta. (Oh and by the way. On 4e boards people still call casters OP and lament about martial caster disparity, so no amount of balance will ever fix that problem.)

I like 4e as well! I don't think it addresses EVERYBODY'S problems with PF, but I appreciate their design philosophy. I get what Chendar is saying about it being *too* different, but I liked that as well. If I wanted to play a game like 3.5... I'd just play 3.5. I like Pathfinder and 4e for different reasons, just like I like a good salad and a nice pizza for different reasons. Sometimes I feel like one, sometimes I feel like the other. Variety is a good thing.

And yeah, there were "caster/martial" disparity problems (although not nearly as pronounced), but in 4e it was "PHB1 classes are OP" because they all got waaaaaaay more support from WOTC (and OP in 4e wasn't really that OP). But it wasn't nearly as bad as PF's caster/martial or monk & rogue/everybody else balance issues. Like, a 4e Fighter is the best Defender, but the Warden does a lot of things better than the Fighter does, even if it's slightly less effective overall. There were terrible 4e classes, but the difference between a highly optimized 4e character and an utterly unoptimized one was not nearly as pronounced.

Honestly, I'd say that D&D always put mechanics ahead of narrative. Their philosophy has always seemed to be that it's easier to make rules for combat than RP, so we'll focus on combat. Which is certainly not a bad philosophy. 4e just too it to (perhaps absurd) extremes and drew back the "this is a game" curtain a bit far. That's all relative, though. I'm sure that a lot of people who play something like Nobilis will roll their eyes about how PF is "just like WoW".

(I also totally agree that I'd love to see WOTC do a 4.5. They stopped production of the game just when they were getting good at designing it. Sigh. I hope somebody pulls a Paizo and gets the rights to the game and makes it a lot more fun, like PF is a fun version of 3.5)


Kirth Gersen wrote:
Can we please please please please please please stop it with the "any balance leads to 4e" nonsense? It's been thoroughly refuted more times than I can count.

It's also not what Dabbler said. Can we please, please, please address what people are saying?


Pahlease.

You expect people to actually read posts? And address what they said in our replies?!

Where's the fun in that? :)

-S


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Pathfinder Adventure Path Subscriber

I'm still confused about how we can have threads that aren't about casters vs. martials.

Silver Crusade

I mainly play PFS, which is a very strange beast. You're never quite sure what you're going up against and you're never quite sure who your teammates are going to be. Because of this, I hyper-optimize all of my characters. If a character is supposed to be a damage dealer, I squeeze every drop damage I possibly can out of them. If a character is supposed to be a "tank", I squeeze every drop of survivability I can out of them.

I would much rather have the ability via hyper-optimization, and then scale it back so my teammates can contribute, then not have it and we end up TPKing because we just couldn't do enough damage or take enough hits.


Bill Dunn wrote:
Kirth Gersen wrote:
Can we please please please please please please stop it with the "any balance leads to 4e" nonsense? It's been thoroughly refuted more times than I can count.
It's also not what Dabbler said. Can we please, please, please address what people are saying?
Dabbler wrote:
Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game.

Parse this differently? I'm reading "Class balance -> 4e -> not fun."

If that's not the take-home message here, please explain what is, and I'll be happy to follow your request.

Grand Lodge

Bigdaddy, this is what leads to my character, who is the Gap Coverer. Basically a support bard who tries to be just survivable enough that he can hide in the back, and then has all the skills to cover all the random stuff that the hyper-optimized combat characters aren't bothering with.


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Kirth Gersen wrote:
Dabbler wrote:
Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game.

Parse this differently? I'm reading "Class balance -> 4e -> not fun."

If that's not the take-home message here, please explain what is, and I'll be happy to follow your request.

He's not saying "any balance leads to 4e". The way I read it, he's holding up 4e is an example of how pursuing class balance doesn't necessarily make for a better game. I don't see how you can be reading it the way you're trying to read it.

Silver Crusade

FLite wrote:
Bigdaddy, this is what leads to my character, who is the Gap Coverer. Basically a support bard who tries to be just survivable enough that he can hide in the back, and then has all the skills to cover all the random stuff that the hyper-optimized combat characters aren't bothering with.

I usually try and make a character that can do a lot of different things, but it's not always possible. On my ranged inquisitor, I took the Conversion Inquisition so I would be able to dump Cha and still be a party face. He also does pretty good damage, and will do even more when I get my first iterative attack at level 8, and whenever I get my Bane Baldric. He also has every monster-identifying knowledge skill as a class skill and has multiple ranks in them.

My paladin is a survivability dynamo. She doesn't have the highest AC, but at level 5 her Lay on Hands is powerful enough to heal over half her HP on an average use and she gets plenty of uses per day. If she finds she isn't taking as much damage as she normally does, she can trade those uses of LoH for extra Smite Evils to boost her damage. She also always has two uses of hero's defiance memorized, which makes her almost impossible to kill. She also does pretty decent damage that will only increase when I get an iterative at level 6 and pick up Power Attack at level 7 (or 9). She's light on skills, but she does have Diplomacy and Use Magic Device to go along with her sky high charisma.

I build a character to do as many things as they possibly can without having to make them SADder than they have to be. For instance, I try not to make characters who don't require charisma into party faces.


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Kirth Gerson wrote:
"Class balance -> 4e -> not fun."

(This is not directed at Kirth despite his quote, but merely the direction this conversation is going with Kirth's quote being the most pointed statement)

There are several problems with this line of thinking, with two principal fallacies:

Cum hoc ergo propter hoc
Petitio principii

Class balance does not lead to fourth edition and fourth edition is not the primal example of class balance. In fact, the removal of social interaction skills could be argued as an imbalance in the system. Fourth edition simply has better balanced combat, and that is all.

Fourth edition is not objectively accepted as not fun. It has fans like every other game system. It has less fans than 3.5 for more reasons than a balance issue. I actually believe Chengar spoke much closer to the heart of the issue.

This entire argument is rendered fairly illogical. You cannot say that class balance is not fun based off of these criteria.

Bill Dunn wrote:
The way I read it, he's holding up 4e is an example of how pursuing class balance doesn't necessarily make for a better game.

This presents another problem though, because class balance does not necessarily make for a worse game. Generally speaking, an objective improvement is a positive trend but certainly we can debate that more balance has negative value. I think you'll find very little proof of this however.


It is important to note that there are different ways to do class balance.

I like making fighting game examples, but my genre is niche and tabletop players have no idea what I am talking about.

In a game series called Guilty Gear, there is a character name faust. In one version, he had a way using universal game mechanics to do something extremely hard to block. It was a very very powerful style of play and was probably too good. It was also relatively unique to faust, and a lot of fun to do.

Instead of removing it entirely in the next version, they kept it! It was a pretty fun thing to do, and faust players would be sad if they took it away. What they did instead was they slowed down his trick slightly, making it still very strong, but fair.

How 4E did class balance would have been to remove this faust trick, instead of trying to keep it strong. Full casters have a lot of unique things they can do, and I don't want them to stop being strong. I just want some of the egregious things to be changed into being fair and buffs to other classes so they get to play as well.

Quote:
This presents another problem though, because class balance does not necessarily make for a worse game. Generally speaking, an objective improvement is a positive trend but certainly we can debate that more balance has negative value. I think you'll find very little proof of this however.

Well, I do post a lot about balance on a game design forum, and one major thing that comes up is losing asymmetry vs better balance. Obviously, symmetrical games are perfectly balanced, but those types of games are pretty boring.

It is much more fun to have a game with a lot of asymmetry, even though it will be less balanced overall. It doesn't mean it will be "Bad" balance, because I can point out a lot of games that have very tight tier lists, but there still will be some weaker options


CWheezy wrote:
Well, I do post a lot about balance on a game design forum, and one major thing that comes up is losing asymmetry vs better balance. Obviously, symmetrical games are perfectly balanced, but those types of games are pretty boring.

This is very true, but it is also two fold. You don't actually have to become directly symmetrical to achieve greater balance. This is essentially where designer intent on game design should be stepping in. I completely agree that pure symmetry is often less fun, though this is itself a different problem.

A complex problem that is relational, but different. Trying to determine the best course of action is what separates good game designers from bad.

Also I'm glad you used Guilty Gear as an example, as I specifically love that game as my favorite fighting game ever. :) Specifically if you ban Sol Badguy and Ky, Guilty Gear XX tournaments were a fantastic example of balance and asymmetry.


Kirth Gersen wrote:
Dabbler wrote:
Indeed. D&D 4 came up with the idea that if they balanced relative power between the classes, this would lead to a better game. Paizo came up with the idea that if you could have fun playing it, this would lead to a better game.
Can we please please please please please please stop it with the "any balance leads to 4e" nonsense? It's been thoroughly refuted more times than I can count. Check out Frank and K's 3.5-compatible Tomes material, or Sartzany's "Ultimate Classes" stuff, for counterexamples.

That nonsense hasn't even started. I merely gave 4e as an example of one kind of balance, and I didn't attempt to imply anything else - Paizo DID specify that "FUN" was the yardstick of the playtest. WotC said that balance was how they would make 4e work. How else could I parse it? It's what they did. At no point have I attempted to present one method as superior to the other - although I have my own opinion on that, as do many others, and this being a GAME it really comes down to personal preference at the end of the day.

EWHM wrote:
I'm sure someone will pipe up with an example system that takes narrativist to the absurd (Amber perhaps?---Storyteller in practice was fairly middle of the road despite its pretensions).

Everway, I think, is a system that has that issue.

The thing is, if you take any design philosophy to the extreme you could well end up with a game that is bad, because gamers are a varied bunch and their playing philosophy might not match your design philosophy. Badly unbalanced classes can detract from fun. Homogenised characters can do likewise. Going entirely gamist excludes lovers of narrativism; going entirely narrativist excludes the gamists.

What is more, we game to enjoy ourselves, and we all have different ideas of what that should entail. There IS no right way to make a game, unless it is to make one with the widest appeal to the largest number of potential players of different philosophies.


When it comes to 4e, there's two reasons I hate it.

Encounter powers are too Meta. They should have had a difficulty roll with At Will powers having easier difficulty target numbers than Encounter powers and Daily powers being harder.

The game is too fiddley with all the different condition modifiers and position modifiers and whatever.

Both of these together make immersion difficult because rather than relax into the narrative, you have to keep part of your brain (or, for some people, all their brain) on the numbers.


Hence the comparisons to WoW.

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