Originally Posted by
Oberon_Shrader
I approach this topic carefully, but without regard to how it will be received by the community. In fact, I am not writing to the community, but to the devs. I hope you will read it and consider what these thoughts (I also wrote some commentary in my survey to the same effect as below).
I believe balance can be divided into two parts: Internal and External balance. While these parts may seem easily understood, I still want to define them. Internal Balance is how a character balances within itself. That is, how its strengths and weaknesses balance each other out. External Balance is how a character compares with other characters, in and across roles. That is, how its strengths and weaknesses measure against other characters.
Internal Balance:
Each character should have strengths and weaknesses within itself. When one aspect becomes strong, another must be sacrificed. No character should have no weaknesses; whenever that happens, there is no balance.
For example: if a character has high saves in Will, then one of the other two saves should be lower and the other moderate. That's not to say that the lower save should fail every time, but that it should be more likely to fail than succeed.
Classes have this mechanism built into them, for the most part. However, "Min/Max"ers have found ways to overcome this and abuse the multi-classing system to create builds which exhibit very little, if any weaknesses. It's worth it to note that multi-classing is not really meant to expand the power of a character, it's meant to expand the versatility of a character. Having no weaknesses is problematic for the other part of balance: External Balance.
External Balance:
When comparing characters it is most important to compare them across roles. To do this we must first have roles that are definable. Roles are a core aspect of D&D. Without roles there is no point in choosing one class over another. We could just choose any class and do anything (or perhaps, everything).
At this point, Internal Balance intersects with External Balance. If characters lack Internal Balance (by being without weaknesses to offset strengths) then roles begin to disappear. If any character can do everything, then what is the point of making a character that is anything less than able to do everything? Thus, all (or most) characters will begin to look roughly the same. This homogeneity is, plainly stated, boring; and no one wants to play a boring game. To maintain External Balance and prevent any character from doing everything is to create diversity, prevent homogeneity and produce fun!
For example: if every character can heal themselves as well as a dedicated healer, then there is no point to making one; in fact, there will really be no such thing, as all characters are dedicated healers! That's not to say that characters should not be allowed to self heal, but that no character should be as effective at healing as a dedicated healer (even when healing themselves).
As a secondary consideration, we can also compare characters within roles. For the most part, we can expect that within roles character will be (maybe should be) very similar. But that's ok, it really is the roles that differentiate characters from each other. However, builds should have variety, even within roles. Here we should refer back to Internal Balance. When a character chooses to excel at one aspect, there must be some offset in a contrasting aspect; and no one build should dominate all situations and all content.
I think maintaining these concepts of Internal and External Balance can make the game more diverse, more social and more fun!
I can foresee some of the argument and complaints many people will have, so let me address them:
Q: If no character should be able to do everything, how can I solo all the quests on elite at level?!
A: You should choose normal difficulty. I don't think any character should be able to solo anything on elite at level.
Q: Why shouldn't multi-classing increase a character's power?! Why else would anyone want to multi-class?!
A: Because, if you want to get maximum effect from a class and in your chosen role, you should have to have maximum level in that class. If you want to solo more, splash a complementary class. But, if you want to be very powerful and specialized, you should be pure.
Q: Doesn't your idea mean the devs will have to nerf things or make them more restricted?!
A: Yes. Nerfs aren't always bad. Sometimes creating structure can make things better!
An addendum to this is the case of MySpace and Facebook. I read an article a couple years ago that explained why Facebook took-off while MySpace languished and it explained it very well, I think. Both are social networking sites that have the same basic purpose. MySpace created an interface that had so much more freedom than Facebook. At first thought this seemed like a good idea, but it turned out to be a major contributor to MySpace's difficulties. The problem was that people could do whatever they wanted with their "Space" and it became chaos. No one wanted to look at or deal with chaos and so they sought out an alternative Facebook, on the other hand, implemented strong restrictions about what you could or could not do with your page. It did not allow chaos to develop by having a solid structure. Thus, it became the alternative to MySpace that people sought out.
DDO faces a similar challenge to MySpace at the moment. The builds are too unstructured. Whereas MySpace devolved into chaos, DDO builds are evolving into homogeneity. Adding structure will do for DDO what having structure did for Facebook: it will make DDO better.
Thank you for reading!