- DnD 3.x: does mages vs. fighters really need a link?
- Pathfinder: the lowdown
- DnD 4e: a "good character" (the responses, not neccesarily the first post)
- nWoD: I can't speak to this as much, but for reasons below (and new mage's "lol atlantis" fluff) I don't have much faith in WW
- Exalted: Anatomy of failure
- Aberrant: various views (this is by no means a major system, but I like fiddling with it occasionally. Also both the bits where 1) claws power vs. str enhancement, where one option is both cheaper and better in every way and 2) the default character creation that allows for characters that would be 306-1198xp if bought with that, makes me giggle)
- Scion: anything past Hero level. Dex is already the god stat, so how do you even fight without maxing out epic Dex? and why are the aesir dex-screwed? What does 10 successes even look like and why doesn't that do half the things dex knacks do?
In some games these are starting characters,
in some they are balanced with each other,
in some they are both
Basically it seems game companies just suck at playtesting. Like really suck. And economics and demand say they aren't gonna fix it, cause theres enough other stuff in their products that unbalanced mechanics don't nix the deal...mostly. The bigger issue is that they have limited time even when they do playtest, so they won't find everything the rabid masses of obsessed fans will. Charop boards thrive on this fact.
So if the only way to truly stress test a system is to give it to hoards of powergaming fans; in a perfect world (or at least one where 1) companies didn't care about giving away product for free or 2) people would still buy the finished product after having the drafts of the system) we'd just do that. I mean homebrews start as small things or houserules to something established, but if a group put its mind to it theres no reason the people that brought you Crystal Keep and all the "The 3.5 X class handbook" threads that reviewed every option from every splatbook couldn't turn their efforts to actually balancing things, instead of noting the problems and moving on. And this does occur sometimes, but what i'm saying is this writ large accross a whole game, including its fundamentals.
Wikis and boards and such allow input from all sides, and the real issue is everyone having the same goal; a clear statement of purpose outlining direction and philosophy is essential here. So many design calls come down to preference and style, so having a cohesive idea of what the game is for and whats most valued (cinematic vs. gritty, ease of use, flexibililty, etc.) saves allot of repetitive arguments later.
I guess I'm saying gamers, properly motivated and organized, would form their best group of suppliers. If theres any group that would voluntarily put in the time both figuring out fair dice mechanics and fluffing out new setting to go with them it'd be the people in this hobby.
(Those drawn to the mechanics, anyway; I know allot of people play socially or only care about story and often handwave mechanics, which is great for them and their groups. The arcane (not in the magic sense) structure of say dnd 3.5e can attracts a type of person who is great for this, though.)
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