Thursday, October 18, 2012

Relative Balance vs. Absolute Balance

Game balance comes in two forms: relative and absolute. Now, we are talking about balance between the player characters and their opponents, the raw combat power vs. combat power with everyone going all out. Games are notoriously hard to balance, but the method of rating opponents matters a whole lot here.

Relative balance assumes the PCs and the 'monsters' are rated on different systems, such as D&D4, Aftermath NPCs (not PCs), basic D&D monsters, and D&D3.5 (monsters only, note this qualifier). The game system rates opponents on a different set of scores than player characters, often because the complexity of rating a monster as a PC would be so high as to be prohibitively complicated. These games tend to never be balanced correctly, since there will always be a difference between what characters can get away with and the limited set of powers monsters have. Balance is achieved through play-testing different combinations of player builds and monster ratings. This usually takes a long time and many patches to close loopholes, fix monsters, and adjust power levels. These games also have a better 'play feel' - since the experience is engineered to be fun and play perfectly.

Absolute balance assumes the PCs and monsters are rated on the same system, if a player finds an exploit or power combo, it is perfectly legal for the monsters to use it too. D&D3.5 PCs, SBRPG, Traveller, most of the TSR boxed games, and any other game that lets the referee spin up monsters using the character generation rules. Balance in these games is easier, since what you are balancing is one system - characters vs. characters. A lot of sandbox style games have this balance, with everyone playing on an even keel, all designed with the same system. These games are typically more difficult to play than relative balanced games, since the monsters are playing with a full set of powers and abilities. Victory goes to the smartest and best planned parties, rather than players being assured a balanced experience.

We recently had an issue with this in George's Project Delta BYOB miniatures system, where the monsters were rated on a relative scale for simplicity, and the characters started to blow them out scenario after scenario. We are moving towards a more absolute system for monsters, and the game is playing better. We play-tested a higher-level scenario, and the problems started to show themselves. We still want some of the relative ease-of-play and balanced feel, but the relative balance bug bit us, and we've had to re-tool the whole monster system to adjust.

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