The GM and Game Balance

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This entry was posted on 2/26/2007 12:02 PM and is filed under Fiery Scott.

I’ve just finished reading yet another online forum thread about “why the paladin should be balanced with other classes.”

Balance. This concept seems to dominate discussion in and around RPGs these days. Everyone wants to be entirely sure that new classes, spells, items, and so on are balanced. The more I see people touting balance as the be-all and end-all of game design, though, the more I’m beginning to question the necessity (and even the value) of this concept. For one thing, the very idea that a designer can balance even just two core classes perfectly against one another is a white elephant of the first order. Simply look at the ubiquitous posts out there about “this class sucks” or “that class got the shaft” to see what I mean. You’ll simply never make everyone happy.

So instead of worrying about it, why not simply revel in the imbalances?

Of course, I can see the importance of being sure that all of the players have fun — i.e., so nobody sits at the table feeling that their character is *completely* useless while another player’s character single-handedly dismembers that entire opposition. What people tend to forget (or to overlook), though, it seems to me, is that we’re talking about role-playing games here.

Some of the most fun I ever had gaming was when I played a wimpy AD&D thief (no rogues back then…), who was pretty much useless unless there was a wall to be climbed. In time, of course, my friend’s magic-user came into his own, and when he got a nifty new fly spell, even my 98% climb walls ability paled by comparison.

Occasionally — and I mean occasionally — I did get off a decent backstab before the real melee started, and that was pretty cool. (There’s much to be said, but maybe not here, about the fact that I think the other players enjoyed those rare moments every bit as much as I did.) And of course I was 10th level by the time the magic-user was only 7th, so that was cool, for what it was worth.

What seems to be missing from so many of these contemporary balance discussions, I think, is the mystique and magic of D&D. In the past, it didn’t really seem to matter all that much that my thief was pretty much the most useless character — although the monk was pretty wimpy too, and, really, the big loser was probably the cleric, in truth….

Nonetheless, we all had a whole lot of fun playing, even if the paladin-cavalier, the half-elf ranger/cleric (specialized in bow and double-specialized in longsword, with cleric, magic-user, and druid spells to boot!), and the grey elf magic-user tended to dominate the combat encounters. There were times when I wished I had chosen something else to play, honestly — but, in the larger scheme of things, my “wimpiness” was as much a part of the fun as anything else in those old games. After all, I had chosen the class knowing full well that I’d never be a power-house, and I loved the character in any case. (At least I didn’t have to put up with dying about once each level for the first four levels, like the magic-user. He paid a huge price, 4 points of Constitution lost to raise dead spells, for his ultimate power in the endgame.)

And in any case, there were times when the DM let my character shine anyway — because of his interesting “underworld contacts.”

Now, anyone who played 1st ed. knows that there was nothing explicitly written, per se, regarding a thief character’s “underworld contacts” (well, aside from his speaking Thieves’ Cant, I guess). Yet it went without saying, in our group at least, that as a thief he just did have those kinds of contacts. And in that way, by introducing plot elements, new characters and NPCs, vital information, and adventure hooks through my character’s shady background, the DM magically “balanced” things for our group. These little interesting bits, each a nod to my chosen character path, let me feel that I was every bit as much a part of the group as even the virtually unstoppable cavalier or wizard.

And again, the other players loved it every bit as much as I did.

Another character I remember very fondly was a 2nd ed. AD&D druid with the barbarian kit. He had a 13 Wisdom, which really did him no good at all, and a 17 Intelligence — which he always hid by playing the part of a dumb barbarian. In terms of game mechanics, he was a pretty weak link in the party, but he and his twin brother (another barbarian druid played by a friend of mine) kept us all laughing with their crazy antics. (The “Pull my finger!” moment was a favourite, as spoken to the elf lord we met on the southern border of Celene….)

I guess what I’m getting at is that balance can be as much a subjective matter of character environment and background, of a willingness to not be the best at everything, as it is about the numbers on the page. If I can’t compare in damage-dealing to the fighter or the barbarian because I’m a thief — well, I’m a bloody thief! I’m not supposed to be a fighter or a barbarian, so why should I be able to fight as well as either!? I have other strengths and weaknesses, and if my group is pulling together and my DM is observant and cares about everyone having fun, I certainly shouldn’t need to be comparable in firepower to each of the other characters in the group to do my part and just have fun.

Here’s the bottom line as I see it: If you and your fellow players are more concerned about how many dice of damage your characters can deal out in a round as compared to the other characters in the group, I submit that maybe you would be just as well off getting together online to play Neverwinter Nights or something similar because, there, you can min/max your characters all you want, and the computer will keep track of all the necessary math for you without its getting a headache.

Me, I think I’ll roll up a nice, wimpy expert the next time I start a new character so I can focus on the story and my PC’s personality and, I hope, make the experience memorable and enjoyable both for me and for everyone else in the group.

 
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Comments

    • 2/26/2007 2:40 PM Søren Thustrup wrote:
      In theory, game balance shouldn't be needed. We should all be able to play the classes/concepts we wanted and my 3rd-level commoner with a rusty kitchen knife and a peg leg called Bert (what's the other... oh never mind) should be as much fun as Conan the Barbarian. And in individual campaigns, they probably are.

      Where game balance is important is when you don't design for a specific game and a specific group of people, but for everybody. Then it matters if your rogue has as many, as funny, and as mechanically efficient options as the barbarian.

      And that's what I think balance is really about. Offering options. Granted, the word has become synonymous with "it doesn't kick butt the way I want it to", but at its core it is, I believe, a short-hand expression for "offering options".

      Take this NPC I statted up yesterday for a web enhancement (for an upcoming FDP product, no less). He's ended up being a sneaky generalist, so I'm pretty sure he won't be for all DM's. He's made by the rules, though, and I even cheesed him out a little by giving him a level in a NPC class (extra HD, save bonuses, skill points, and it doesn't show on CR). Still, I'm sure that my Magister3/Spryte3/Expert1/Somnamancer4 would have his butt handed to him by an equivalent 10th-level magister. But he's got quite a few more options to annoy and harass the PCs. And because he's not for all DMs, I'm putting him in a web enhancement.

      I disagree with you in that balance can be a matter of background. I think that balance is a mechanical concept and it should be seen as such. It's a small voice in the back of the game designer's head that warns him not to stat up a new Prestige Class with a full BAB progression, spontaneous casting of all spells, and a half-dragon template at 3rd level. But it's also a reminder to give a player some options at each level.
      Reply to this
    • 2/26/2007 6:37 PM James wrote:
      An interesting thing done in the Buffy RPG, where some characters and classes are HUGELY better than others in terms of combat and power, is to provide the "support" characters with a balancing mechanic like Drama Dice (or Action Points or Dramatic Editing or whatever).

      So, Buffy (the Vampire Slayer) and Angel (the Vampire) may be powerhouses in the game, but Xander (the geeky companion) has the opportunity to find the clue, score the odd lucky critical, unlock the secret code, or whatever plot-related action requires the Drama Point.

      Seems like your ol' thief may be weak in combat, but has those handy Drama Points to score "underworld connection" and "adventure opportunity" and "emergency save" -- where your DM was good enough to play that way, newbies or others may not see it until it's coded into the rules, as it is with Buffy.

      - JB
      Reply to this
    • 2/26/2007 6:39 PM Fiery Scott wrote:
      Hi Soren,

      Don't get me wrong: I understand the need for doing one's best to balance game material for publishing. I do it all the time.

      I think more than anything I was venting about the various "my character sucks" and "smack-down" threads you find everywhere on the net.

      However, I *do* think that a responsible core game design at least acknowledges the need for the GM to do some meta-game balancing in order to make play fun for everyone. I suspect that you and I are working from different understandings of the word "balance" (and that your definition is much more careful than mine). Part of my tactic in this DB blog is a deliberate avoidance of defining the term too carefully. In my mind, at least for the purpose of this blog, balance decidedly *isn't* a mechanical concept - it's a measure of how much enjoyment players can get out of a game, whether or not they all have all options available to them.

      Anyway, thanks for responding. How're things in bonny Nordheim?

      Cheers,
      Scott
      Reply to this
    • 2/27/2007 12:07 PM Fiery Claudio wrote:
      I think one of the great parts of striving to reach the Balance (must be like The Source in Jack Kirby's Fourth World -- James will get this) is that, if an individual DM wants to change it, he KNOWS he's skewing the Balance one way, and will be prepared for the results. If I allow Scott to play a WereWendigo Karate Master at LA+0, I know his character will be stronger. In previous editions of the game, it was harder to see The Balance.

      This was just a long-winded way of saying I agree with Soren (sorry, but there's no way in hell I'm able to cross off that "o" in "Soren" -- unless I spell it as Szerooren).
      Reply to this
    • 2/27/2007 2:43 PM Søren Thustrup wrote:
      Things are good in Denmark. Warm and wet winter to give us a good feeling for what global warming feels like. For one thing, there's a rash of viruses and infections going round. I haven't heard of a single family with children that's been spared. There's talk that it's because we haven't had a decent cold spell to kill the germs. I dunno.

      Other than that, things are fine. Monte let slip that he and I wrote an adventure together. That's insanely cool, I think. And I look forward to you lot publishing more of my stuff.
      Reply to this
    • 2/28/2007 9:22 PM Fiery Claudio wrote:
      Anyone else hears Soren's distictive accent when reading his posts? I can practically hear him talking!

      Ah, good times!
      Reply to this
    • 3/28/2007 12:24 PM Geoff Nelson wrote:
      In John Wick's Orkworld, he address the balance issue thusly:

      Don't be an asshole.

      Seriously, that's pretty much it. Don't take away everyone's enjoyment of the game by being the end-all be-all combat monster that you can be, because the rules certainly support it.

      I don't know what that's worth really, except that he's letting you know not just what the rules are for resolving in-game events, but also the rules for having everyone having fun at the table, rule one of which is "do unto others as you would have them do unto you."

      Or "don't be an asshole."
      Reply to this
    • 5/15/2007 1:54 PM CJM wrote:
      I... think you're attacking the wrong thing. You say that you dislike the "I need to kick equal/greater amounts of ass than the next guy" mentality, and that's fine. But in your post, you said that you were actually fine with your Thief character, *despite the fact that you were almost completely useless mechanically*.

      That's just... wrongheaded, imo. If you can't do, well, anything at all with your character, then what's the point? You seem to say that you still had fun with roleplay. Well, yeah, but everyone can do that. Mr. Combat-Monster-with-dual-bastard-swords can be the best damned roleplayer in the world, and *also* be a really cheesed-out mechanically powerful character. The two concepts are almost completely disjoint.

      If your character was mechanically useless, that's bad. Luckily, you had a DM who knew how to rebalance things so that your mechanics actually aided the party. But that's outside of the game proper, and doesn't change the actual balance of the class.

      My point is simply that all classes *should* be roughly equal in whatever the game focuses on. If it's a combat-centric system like d20, all classes should be roughly equal in combat. You can have disparities, but they must be made up by useful abilities elsewhere. Otherwise, there's really no reason to even take a class when you can just take a more effective one and roleplay how you wish.

      Basically, would it have hurt your roleplaying if your thief was actually worth something mechanically? Of course not. It would have, however, actually allowed you to mechanically contribute to the party and have more fun actually using the system. I submit it would have done nothing but good.

      It's just... especially with your last paragraph, it seems like you've bought into the "roleplay vs rollplay" fallacy hook, line, and sinker. You want to roll up an Expert *just* so you can roleplay? I'll point you to the Stormwind Fallacy:
      http://boards1.wizards.com/showpost.php?p=11990222&postcount=2

      If you like playing mechanically weak characters, more power to you. That's certainly a challenge, and can be fun in and of itself. But it's not good design to make mechanically weak classes. Nor is it necessary to be mechanically weak in order to roleplay. The story-game and the system-game are both valuable and must be approached properly.
      Reply to this
    • 6/3/2008 5:13 AM jpgqfwec wrote:
      qmnpfovr http://elwrclae.com vakgwamg bjedlzak [URL=http://cprqhniy.com]ontrwmnu[/URL] xbvjgdyu">http://ekitreqx.com">xbvjgdyu
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