Up until this point I've written quite a bit on the idea and issue of
balance in tabletop role-playing games and in Dungeons & Dragons
5th edition. However, looking back on it, I feel I put the
cart before the horse. Balance is not the most important thing,
though it can impact a game. However, it is also heavily dependent on
those playing. For those that are new to D&D or tabletop
role-playing, I would say not too worry too much about it and not to
be scared off by my talks about balance or anyone else's. However, I
have a few things I want to say on the matter.
Fun and Playing First
The goal of the game is to have fun, and not to create a perfectly
balanced experience. The way games are designed and that many people
like playing, there is an asymmetry built into the game and the
players have to work together to utilize their strengths and mitigate
their weaknesses. Even then, there is nothing preventing a party of
bards from having adventures in the country side (in fact, it's quite
fun). The goal is to have fun and tell a good (or at the very least
entertaining) story.
When Is It Important?
If players are not contributing to the action for a while, they will
probably start to get bored. Some might be perfectly happy to take a
break and watch the story unfold, but others prefer to interact. You
probably don't want one person monopolizing a large period of time
during play because their character is simply the best. If that
happens, and everyone else doesn't contribute, that is when there is
a problem. Some people have a higher threshold for this kind of
thing.
At the same time, some players care about results that their
characters bring. In this case, even if the player really likes the
idea of playing a ranger, they might make a DEX based bow fighter
because they feel they perform better in combat and reasonably well
enough for scouting and the like with a multiclass into rouge. In
these situations it's not game breaking (and features that rangers
get will still not be available) and the core rules tend to be at
least somewhat balanced. However, balance will be important if you
decide to make your own class. If your new class is perceived as just
worse, no one will take it and the time you could have spent doing
other things is gone. If your class is too good, you'll have classes
that are no longer used.
Happy Players
The important thing to extract from the above is that the players
should be happy or at least alright with how things are. Different
groups have different ideas of what is fair and what they find
enjoyable. Generally, though, having multiple options and tactics
available for the players is a key part of it. If one player is
handling everything for 20 minutes straight, chances are someone else
is bored. Emphasizing role-play is also something that takes the
focus away from mechanics and balance, instead focusing on the
experience.
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