tenbones
Grand Poobah of the D.O.N.G.
- Joined
- May 31, 2018
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For years people have talked about "balance" in terms of mechanics. Usually between classes and races.
I think "balance" is largely an illusion. The status quo of a setting should reinforce the assumptions of the setting in play. The job of the GM is to enforce that. So if were were to remove "balance" (stats) from the game we'd concede that Orcs in D&D should be Stronger, Larger, more aggressive, possibly higher endurance - and they breed like crazy. They *should* be able to overthrow most other races/cultures in combat.
But the assumptions of the bog-standard D&D world are clearly not that. For "reasons".
Take it another direction. Why is it imbalanced for Elves to have high stats vs. Humans? If the assumptions are Humans breed faster, are more aggressive, Stronger, have more Stamina, it seems to me that in this case... certain social assumptions are the justification for the status-quo that don't seem to work in reverse. OR that the social assumptions of the setting require <X> as a baseline and are reinforced by whatever is necessary to keep that baseline.
So why should there be *any* regards to stat-balance? In my experience moving from D&D to Palladium Fantasy, then Atlantis (Bard era) then Talislanta completely dissolved this idea that "balance" by stats had value on its face. It only matters if you're not really trying to create a fleshed out setting - and you're playing episodic adventures largely free of any context outside of whatever the party is currently doing. And even then that flies in the face of most setting assumptions unless you only play modules and dungeon crawls. In Sandbox play, social-dynamics already offer all the balancing required. If you wanna play the setting *as assumed* - then it falls on the GM (and the hopefully well constructed world) to enforce that "reality" whatever it might be.
Which brought me back to D&D - which largely has become more infatuated with "class" and "race" balance as they added more and more classes and races into the mix free of meaningful context outside of superficial ones.
Is "balance" an illusion that should be handled via social conceits in game? i.e. it doesn't matter that Half-Orcs are stronger and tougher than Humans. Because human society is larger, and they're going to pay stiff social penalties in varying ways, for being a statistically better warrior. The conceits of the status-quo in-setting are its own balancing force, with the caveat that the PC's are completely free to attempt to change that in play.
Thoughts?
I think "balance" is largely an illusion. The status quo of a setting should reinforce the assumptions of the setting in play. The job of the GM is to enforce that. So if were were to remove "balance" (stats) from the game we'd concede that Orcs in D&D should be Stronger, Larger, more aggressive, possibly higher endurance - and they breed like crazy. They *should* be able to overthrow most other races/cultures in combat.
But the assumptions of the bog-standard D&D world are clearly not that. For "reasons".
Take it another direction. Why is it imbalanced for Elves to have high stats vs. Humans? If the assumptions are Humans breed faster, are more aggressive, Stronger, have more Stamina, it seems to me that in this case... certain social assumptions are the justification for the status-quo that don't seem to work in reverse. OR that the social assumptions of the setting require <X> as a baseline and are reinforced by whatever is necessary to keep that baseline.
So why should there be *any* regards to stat-balance? In my experience moving from D&D to Palladium Fantasy, then Atlantis (Bard era) then Talislanta completely dissolved this idea that "balance" by stats had value on its face. It only matters if you're not really trying to create a fleshed out setting - and you're playing episodic adventures largely free of any context outside of whatever the party is currently doing. And even then that flies in the face of most setting assumptions unless you only play modules and dungeon crawls. In Sandbox play, social-dynamics already offer all the balancing required. If you wanna play the setting *as assumed* - then it falls on the GM (and the hopefully well constructed world) to enforce that "reality" whatever it might be.
Which brought me back to D&D - which largely has become more infatuated with "class" and "race" balance as they added more and more classes and races into the mix free of meaningful context outside of superficial ones.
Is "balance" an illusion that should be handled via social conceits in game? i.e. it doesn't matter that Half-Orcs are stronger and tougher than Humans. Because human society is larger, and they're going to pay stiff social penalties in varying ways, for being a statistically better warrior. The conceits of the status-quo in-setting are its own balancing force, with the caveat that the PC's are completely free to attempt to change that in play.
Thoughts?
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