[D&D]Balance killed my game
Adam Dray:
What design change would you make to 4E to solve this problem?
Patrice:
I would push the hybrid logics to an extreme and open the powers to a wider range of classes (maybe re-defining what classes are), allowing the characters to fully combine them. I would then link the powers to the level further than Increase damage to 2[W] + Stat modifier at 21st level and I would open up all the powers much earlier level-wise, or maybe even totally disconnect them from the level (and the class?) as far as the fact of gaining them is concerned (not their efficiency as you've read). You could also gain unique powers during adventures, why not? Given this, I have combos. I would then provide the GM more rules-based capacities to alter the flow of challenges without the whole thing resting upon her fiat. That would both reduce the GM stance and provide her more fuel for the challenges.
To make it short, I would use more M:TG logics in D&D, maybe up to the point of the character's capacities and the GM Gotchas! being a deck. The funny thing with WoTC is that they do head in that direction, but almost backwards: they provide a power deck but it's just a tool. My first instinct with the WoTC's power decks is to say to my players : "okay, now shuffle them and play" but it doesn't work like this.
Now, this is too much a gargantuan (to keep using D&D jargon :) task for me to do it just for my session's sake and that won't save my game at the moment. The single rule change I could make at the moment is to tell my players: "okay, you have no class, please pick your powers anywhere you like" but this would become nightmarish because of weapons, armors, hit points, skills, surges, class-based abilities and the like and the powers haven't been designed to be combo-friendly. GM-wise, it's way easier since it's just about adventure design in which you include the challenge alterations you wish. It can be handled with adventure design, given the tools don't exist at the moment to make it happen on the fly but it's still too much balanced, it's either "you win" if I set the proper dials or "you're all dead" if I crash them. So eventually, success or failure is almost up to me as a GM, which isn't satisfactory for anyone.
Callan S.:
Quote
that won't save my game
You know that movie, "The money pit", I think it was called?
I think, especially given the fictional level and what, perhaps quite deep, creations we might make, it easily ends up being a money pit. Keep throwing in good effort after bad, because there's this special creation at its heart that's too special to let go of. Do you think that's applicable at all?
Patrice:
Let me see if I've got you right: D&D would be the million dollar house bought for $200,000 only to realize the effort needed to maintain and upkeep it will cost a million?
If that is so, yes, it's a bit like The Money Pit. Historical reasons, a bit of nostalgia, a remnant of fandom and a cluster of habits kept us trying and trying a game which, eventually isn't satisfactory for us. If that is what you say, Callan, yeah, it's about time to let go because the level of effort involved to restore the game would make us unable to have our fun with it. Didn't that happen, at some point, for most of us here?
Patrice:
And yes of course, the "let go" thing is very strongly stressed with sentences like "MY" game on the other side. It isn't, you're right.
Sorry for double-posting.
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