Hanging in the Balance

November 11th, 2008

Game balance has become a relatively hot topic again this week among the RPG blogs.  On Friday, Unnatural 20 posted Game Balance is Unnecessary for Fun.  True or False? Among the responses is RPG Blog II’s Ok, Let’s Talk Game Balance.

It’s a topic that seems to occasionally recur since (at least) the release of third edition, and the release of fourth edition only seems to have given it new life.  Some people see game balance as a necessity.  Some think that it actually stifles the fun by normalizing everything.

I think one of the main problems is that the phrase game balance is used by different people to mean wildly different things.  Additionally, these different areas are of different importance to a given campaign.

Party Balance. This one predates third edition, and usually isn’t called out as “game balance” specifically — but I’ve seen people get confused because the word balance is in there.  It deals with the makeup of the party — its ability to cover all of the bases.  A party with a fighter, a rogue, a wizard, and a priest is balanced in this sense (at least in theory); a party with three fighters and a ranger is not.  The former party has members to cover combat, stealth, arcane magic, and healing/support.  The latter party is redundant in some areas, such as straight combat, and completely lacking in others, such as arcane magic.

Party balance is usually important to a game run on the base assumptions of the system, but it’s generally possible to run an offbeat specialist-centered game — such as a Mission: Impossible-style all-rogue Dungeons & Dragons campaign.  The GM may need to adjust some assumptions in order to handle an unbalanced party (or the players may need to be extremely careful, if the GM chooses not to), but in itself, it’s not dangerous to a game.

Power Balance. The balance of power between party members can be a delicate issue.  This is the center of much praise and criticism of 4e:  it undoes the differing power curves of earlier editions and attempts to cause all classes to achieve roughly the same power level as all other classes at a given character level.  No more wizards who start out useless after round 1 and ultimately become powerful enough to blow away most encounters in a single round; no more fighters who dominate at level one and are still doing the exact same things, just with more plusses, at level 20 (when the wizard doesn’t blow away the entire encounter before he acts, anyway).

I think it’s pretty clear that I’m in favor of a rough balance of power.  It avoids the appearance of unfairness.  I don’t think everyone has to be equal — I’ve run 250-point HERO campaigns where someone will choose to play a sidekick character, taking fewer character points to build with.  But I think it’s important that everyone has an opportunity to play on an equal footing.  It’s one thing to willingly choose a lower power level for your character; it’s another to find that your choice of a certain class, skill set, or ability has left you behind the rest of the group.

Some argue that this is only important for games that focus on combat, because if everyone focuses on roleplaying, then everyone will have an equal opportunity for that.  I would like to agree with the thought in principle, but I’ve already seen in practice that it’s untrue.  A brief diversion:

Legend of the Five Rings is a roleplaying game in a mythic Japan setting.  Although it has the usual rules for combat and sorcery, it’s unusual in that social roleplay and etiquette are highly emphasized in the rules themselves — in fact, one of the character classes is a courtier.  Most of the (admittedly few) games I’ve played in the system have been extremely RP-heavy, to the point that it isn’t unusual to have a whole party of courtiers.  At one particular convention game, though, we had five courtiers and a bushi (warrior).  I ended up feeling very sorry for that bushi — he had enough social skills to not embarrass himself, but he couldn’t come close to any of the courtiers.  In a fight, he would have shone, but we courtiers were able to use our own abilities to completely avoid all of the potential combats (and it would have been OOC not to).  The bushi’s player gamely roleplayed through, but I can’t imagine that four hours spent in everyone else’s shadow was much fun for him, any more than four hours of pure combat would have been for the rest of us.

The fault may be partly the GM’s for not anticipating that outcome — but the system didn’t help matters.  Short of ignoring the rules and forcing a fight sequence or changing the plot of the module, I’m not sure what could have.

This is one of the potential pitfalls of the “strong in X, but weak in Y” style of character balance — it’s fine if X and Y occur in equal amounts, but not so good if Y happens a lot more than X.  This is also the problem with earlier editions of D&D’s “weak early, strong later” style of balancing the wizard:  being useless now in exchange for making the fighter useless later is not really a meaningful balance, especially if the game never progresses to “later” — or if it starts at high level and the wizard never has to deal with the “weak early” part.

There are always going to be ways of gaming the system, of course, but I think it’s important that a system make an attempt.  Two 350-point HERO characters might not be equal if one if built sloppily and one min-maxed to maximum efficiency, but for the most part, the number of points provides a pretty decent estimation.  Likewise, two fourth-edition characters of a set level usually shouldn’t be vastly different in power levels.

Encounter Balance. This definition of balance measures the power of the party against the power of the monsters they encounter.  In its strictest definition, a party will always encounter creatures who are a good challenge for them — not too easy, not too hard, but within a level or two of themselves.  This is, in fact, the default assumption for the average encounter in both 3e and 4e.

By itself, encounter balance isn’t a bad thing.  On the whole, it leans toward being a good thing, in that characters will neither be bored by a too-easy encounter nor unfairly obliterated by an obscenely-difficult one.  However, it does cause potential problems when adhered to too strictly.

If absolute encounter balance is always enforced, then the players will soon come to understand that they never encounter anything completely beyond their abilities.  They may begin to discard options such as negotiation, fleeing, or trickery.  Encounters may begin to fall into a set pattern, playing out in more or less the same way.  This leads to greater boredom — bad.

The solution is to simply realize that game balance doesn’t require that every single encounter be tailored specifically to the party.  If they know that an ancient dragon lives in the mountain, and they go there to explore, then they should probably encounter the dragon, even if they’re low enough level that it could kill them by blinking.  If they go to the mountain and don’t encounter the dragon, then there should be an in-game reason for its absence, even if they’re high enough level to blast it to atoms with the sheer force of their presence.  Because that dragon lives in that mountain.  It doesn’t know what level the PCs are.

I do see a lot more people falling into the encounter-balance trap in 3e and 4e than I did with earlier editions.  I can only assume that the presence of the EL/CR and encounter-design guidelines causes some to regard them as absolute rules for every encounter.  They’re not.  They’re good guidelines for when you want to provide a fair challenge — which should be usually, ideally — but sometimes the party might have an encounter just because it makes sense within the game world, whether it’s balanced or not.

Game Over screen from Balance of Power 2.  This is not the result of a single die roll.

Game Over screen from Balance of Power 2. This is not the result of a single die roll.

Fair Encounters. This is distinct from the one above, but appears related on the surface.  Earlier editions of D&D had a tendency to present encounters with various negative consequences by fiat.  The invulnerable PC-drowning water weirds of Unnatural 20’s post are one example; the infamous sphere of annihilation in Tomb of Horrors is another.  Level draining, equipment disenchanting, permanent ability damage, save-or-die effects…  These are all things that have fallen out of favor in later editions, becoming easier to mitigate or recover from, or disappearing altogether.

I think this is a good thing.  The main argument for keeping these sorts of mechanics seems to be “to challenge the players” (or sometimes “to frighten the players”).  I don’t see that as valid.  Sure, you engage the player’s attention by threatening permanent harm of some sort based on the roll of a single die — in some cases, without even that! — but you do so through a cheap metagame device.  If inciting fear is your intent, you should be working on atmosphere and timing, frightening the players through their imagination of their characters’ experiences.  That’s far more real, and far more difficult, than a threat to draw a line through some of the numbers on the character sheet.

It’s even worse when the artificial “challenge” isn’t evenly distributed.  Does a rust monster, by itself, honestly challenge the party?  Of course not.  It only serves to weaken the fighter.  Mordenkainen’s disjunction, which disenchants all non-artifacts in its area of effect, is an annoyance to a wizard, but he’s still got his spells — the fighter is now left without armor or weapons.  Level-draining vampire?  The fighter in the front lines is in trouble, again… although if the vampire is smart, the cleric gets it first.  And every level drained makes it easier for the vampire to hit again the next round and drain more levels…

Undoing a month’s worth of play — experience, treasure, character life — in a single hit isn’t really a challenge, it’s a gamemaster power trip.  As far as I’m concerned, the change from “save or die” to giving the characters a real chance to recover is a wholly positive one, and with nasty effects such as poison, disease, and curses still around, it doesn’t reduce the challenge a bit.

In Summary: Strict by-the-book balance with no exceptions is not your friend, but neither is complete lack of balance between characters.  On the whole, it’s better for a ruleset to present a method of roughly balancing characters than not.  Actually balancing the characters may not be necessary for a given game — but ideally this should be at the player’s option, and determined in a fair manner.  Encounters suited to the party are a good idea, but sometimes an encounter could and should be present just because the world says so.  And encounter elements that cause lasting damage to the characters without giving them a chance to fight back or to recover are probably poor encounter elements.

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Related posts:

  1. 4E from One Year In
  2. What is D&D, Anyway?
  3. Defining Roles
  4. What Skill Challenges Aren’t
  5. Hacking Skill Challenges

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6 Comments

  1. greywulf, Nov. 11, 2008, 11:59 am:

    Good stuff, and well thought out. Personally, I’m not a fan of rules-dictated game balance where the system itself tries to decide what’s balanced and what isn’t. After all, what’s balanced for one group of players might be over- or under-powered for another group depending on their tactics, skills and even mood around the table.

    As a GM, I know that experience is my only measure of what’s going to be an easy or difficult battle for the players – and often that’s wrong with the group throwing me a curve ball. But that’s a big part of the fun. I role-play FOR the unexpected, not against it.

    When it comes to party balance, that’s even harder to quantify. My own group doesn’t want every character to be brilliant in combat because that’s not their thing, and feel it’s taking away too much from the Fighter if (for example) the Rogue is a better… uhhhh…. fighter than they are. It’s called ROLE-playing, not COMBAT-playing, and that implies each role has different strengths and weaknesses – including in and out of combat. Unfortunately, that philosophy flies in the face of current game design, it seems.

  2. Tommi, Nov. 11, 2008, 2:35 pm:

    About level-draining, arbitrary deaths, etc: There are assumptions that make them not utterly dysfunctional rules elements.

    For example: Quick character creation makes instand death much less painful. Considering a dungeon as the unit of adventure makes spheres of annihilation, and pools with arbitrary effects when sipped from, relevant: They are not arbitrary moments of destruction, but rather elements that punish carelessness and measure the risks one is willing to take. A group of hirelings and men-at-arms make instantly deadly effects even more palatable and possibly even necessary so as to reduce that valuable resource. Playing multiple characters has much the same effect.

  3. bonemaster, Nov. 11, 2008, 3:53 pm:

    This is an entry, I wish I could have written. I think your right that when people talk game balance they are not always talking about the same thing.

    bonemaster´s last blog post: Creating an RPG Wiki (or things to consider before you start)

  4. Scott, Nov. 11, 2008, 11:14 pm:

    @greywulf: That’s a valid point, too — balance is going to depend as much on the GM as on the system in a lot of cases. I think HERO is generally pretty good with its point system, but even there, it breaks down if a low-cost talent is at a premium in your game. Talking to fish is a pretty useless superpower, Aquaman… but not when we’re playing on Endless Ocean World.

    @Tommi: True. If you play D&D as a wargame — and I connote nothing negative here; it was, at its roots, and it’s still a fun way to play the game if that’s what you want to do — all of those elements are a lot less painful. But if you’re playing it as an RPG, where each player develops one (or even two) character(s) in-depth, then “save or die” becomes much worse.

    The reason I called out S1 is because it’s one of my favorite classic modules to play tournament-style with pregens (all except the demilich, whose weird “invulnerability to everything but these four specific spells” shtick was annoying back then and hasn’t improved any with age) — but I’d never want to run a similar dungeon with a character I actually cared about.

    I think one of the biggest paradigm shifts in D&D was the change of the PC from something relatively interchangeable (and “third person”) to something more fully-developed and identified with (“first person”). It started as early as second edition, but I think third is where it really became apparent.

    Hm, might be another post in that…

    @bonemaster: I just realized on rereading it that I left out “loot balance,” too… although that’s kind of a subset of power balance.

  5. Tommi, Nov. 12, 2008, 1:34 am:

    Scott;

    I’d still count it as roleplaying, but that is a matter of semantics, not content. Also, there is no absolute divide.

  6. Scott, Nov. 12, 2008, 4:32 am:

    @Tommi: No, but it’s definitely a more wargame-oriented style; older editions even featured a “caller” role, where one player would inform the GM of the party’s collective actions. It made a lot of sense when the party was expected to include numerous henchmen and hirelings. Not so much now.

    Fourth edition actually takes a step back from third toward the game’s wargaming roots, in its tactical combat system. Measurement in squares is essentially measurement in scale inches, after all… the more roleplay-oriented systems, on the other hand, are more rules-light than ever (to the point of being nonexistent in some cases).

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