Game balance is the responsibility of the GM, NOT the job of the game designers. Their responsibility is to create workable rules that are fast, flexible, consistent and fun to use. It’s the job of the GM to make sure that each player gets time in the limelight and a chance to shine.
By over-emphasizing Balance as a core tenet of D&D the 3rd Edition designers had to make far too many assumptions about party size, composition and makeup, and that had knock-on effects right through the game — from how to calculate XP to Challenge Ratings to how many monsters makes a “fair fight” to how combat plays to spell durations too.... well, I’m sure you get the idea.
I can’t really think of any other rule system that puts Balance on such a pedestal at the expense of everything else. That’s a Bad Design Choice by my book, and just encourages the Character Class Arms Race we’re seeing in 4th Edition - “now the Paladin is a better melee combatant, so we need to make the Fighter better too”.......
Balance be damned. Give me a set of great rules and I’ll decide what’s a fun encounter for my players, thanks very much.
Reading his comment from a game-designer perspective I can easily endorse much of what he wants. At the same time the central argument is essentially one huge contradiction. Consider the following two quotes:
Game balance is the responsibility of the GM, NOT the job of the game designers.and
[The game designer's] responsibility is to create workable rules that are fast, flexible, consistent and fun to use.If a game designer leaves "game balance" in the hands of the GM as argued for in the first quote, it becomes impossible to meet the requirements listed in the second quote. Things become clearer, however, when we consider what he's asking for in the light of character balance alone.
Character balance, a misguided goal?
Character Balance, the idea that two characters can be different but roughly equivalent, sounds good on paper. A naive game designer may even write “characters must be balanced!” in big bold letters as a stated goal of his system. The problem here (as many long-time gamers could tell our enterprising designer) is that, like homes made out of brick or wood, characters cannot be balanced in general, they can only be balanced in specific.When it comes to character balance context matters: you playing your character, with those specific players and their characters, in this specific campaign run by that DM. Change any one of those factors and a character that was perfectly balanced before suddenly becomes horribly broken. Without knowing that context there's no objective way to determine if a character is balanced, which makes talking about character balance something of a red red herring.
Since character balance is difficult to discuss objectively it may be tempting to dismiss the discussion out of hand. Yet character balance expresses an important desire players have, we just need a way to more accurately articulate that desire before we can have a productive discussion about it.
So let's take a step back. When players talk about character balance, what is it they really want?
Often, I'd argue, character balance has less to do with balance and a lot more to do with fun: I'm having fun playing the type of character I want to play and I'm contributing to the fun of the group as a whole. If my character is horrible at everything but still fun, then my character is "balanced" in the only way that character balance is meaningful.
If character balance is about fun, how does having “too much” fun make things “unfun”?
This statement gets at a fundamental misunderstanding of game design and something every would-be designer needs to remember:Game designers don't create games, they create tools that people use to play games.That may sound like semantic gobbledygook, but the distinction is important: rules are not games, rules are tools used to play games. When you try to restrict what your gamers can do with those tools (perhaps in an effort to ensure “character balance”) the best result you can hope for is something benign. The specific reasons for this are many but all of them basically boil down to one thing: you don't know what your players are going to try to do.
If there's one thing that's true about gamers in general it's that they'll forever surprise game designers with the variety of ways they play their games. When you put artificial restrictions in your game you often end up limiting your players' creativity. If I want to do something and your rules won't let me, then your rules aren't fun.
The “something” I want to do can vary. If, for example, I want to play a low-powered character I'm going to have a hard time doing that in 4E D&D without significant retooling. The problem here isn't that 4E is less fun than earlier editions its that 4E is simply more focused. 4E assumes players want to play high-fantasy, adventure campaigns that have cinematic combat with miniatures as its core activity. If that doesn't describe the game you want to play then 4E isn't going to be fun for you.
The fact that 4E also made huge strides towards powers balance is incidental — the RAW rules (rules as written) support fewer options than 3E does. People who depend on those options for their fun are going to be having less of it in 4E.