Guter allgemeiner Artikel über Spielbalance

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20.11.2000
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Design: Game Balance is Overrated
The late Gary Gygax, one of the creators of Dungeons & Dragons, wrote about an experience he had running his “killer” module Tomb of Horrors at a convention many years after its initial release. It has a reputation for being unfair and deadly, but many of the players were not only long-term veterans, but had actually played the module before. Much to everyone’s surprise, they fared very poorly. Much, much worse than players (sometimes the same ones) almost two decades earlier. Why? The players had gotten used to a much more even, fair, “balanced” approach to the game which assumed players would run through room-by-room, trying everything out, defeating every monster, and overcoming each obstacle as it was encountered. They’d gotten used to a gaming style that didn’t reward a cautious, thoughtful approach. They’d gotten used to a game that was, effectively, too carefully balanced and even-handed. They were no longer used to running away from danger that was beyond their character’s abilities to resist. They had forgotten how death could come instantly and without a saving throw. In my experience, they’d forgotten how those divination spells could be far more powerful than the fireball spells in figuring out how to approach otherwise unfair, nasty surprises.
Als ich vor einer Weile nachgedacht habe, was eigentlich der Hauptunterschied zwischen dem fantastischen AD&D Spiel Baldurs Gate und den ganzen D&D3 Spielen, die danach kamen, ist, kam ich darauf, das es an der Extremität fehlte.

In BG waren die beiden Demilich extrem gefährliche Gegner.

In NWN bin ich in irgend einem Modul mal auf einen Demilich getroffen. Es war ein triviales "hau drauf und hau drauf fester" Kampf.

Das ist im Grunde das Problem. In D&D3 ist alles viel ausbalancierter als in AD&D. Das ist ziemlich schade.
 
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