![]() If you go the other way and assume that all your players will take a power, the sky’s the limit. If you make one part of the game much cooler than the rest, then you should expect players to gravitate to it, and either support that or find other ways for them to be cool. This is illustrative of something important about balance within the group-the purpose is to make sure that each player remains active and engaged. Without that assumption, Stormcalling is just a superior combat skill, and there’s no reason not to take it.īut notice that the trick of balancing that came from another part of the game itself. Even that carries the assumption that there are also things like weapon and armor rules in play. The reason you wouldn’t buy Stormcalling is because you’d need to sacrifice a skill slot-and an aspect-to buy in, and since Stormcalling is mostly combat-applicable, it’s a fairly equitable tradeoff. Stormcallers is designed with this in mind. At its simplest, this means you must have a compelling answer to the question “Why wouldn’t I buy this power?” If you are designing a power that only some characters will use, then you need to think about how that power compares to other things that characters can do and what characters are trading off to get that power. When you design a power system, you need to make one of the following assumptions: If so, how do you balance your power designs? Think about three things-balancing them within the group, within the setting, and within play. A power that makes one character an omnipotent god might seem unbalanced, but when all the characters have it, that’s the foundation of a really neat game. ![]() Nothing is imbalanced on its own, it is only context that makes it so. Balance does not exist in the abstract-it is a specific element of play, and should always be looked at through the lens of play. It’s an important concept, but not the way it’s usually used. Balanceįirst, set aside your notions of balance. Wherever you are on that arc, hopefully we’ve got something here to help you out. This should be a simple process, but that’s never the whole story-it’s one of those things that seems complicated at first, but gets easier and easier each time you do it, until you get to the point where it’s so instinctive that it’s hard to grasp how it was ever a problem. ![]() Now that you’ve seen a wide array of examples, here’s your opportunity to make the game your own. ![]()
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