Douglas Milewski (dacuteturtle) wrote,
Douglas Milewski
dacuteturtle

Theory

There are perpetual arguments, on the Wizards of the Coast D&D boards, about how classes compare. Specifically, who tanks best and why fighters suck.

Somewhere in there, I argued that the "best" options for tanking were actually worse, as the game lost excitement and drama. What's an RPG without those things? It's a mechanical exercise. Imagine Robo-Rally without all those traps and all those bumps.

Well, what makes drama? What's the right level of drama vs competence? That lead me into a theory about institutionalized risks in an RPG, and that lead me into a technique to measure that risk.

End result? My little theory went and predicted the general consensus of what classes make the best tanks. Whoah.

Even better, this theory can also help you fix overpowered classes, design classes to proper power level, design monsters, assess overall party capability, and even explains why players and spectators act as they do.

Wow.

The theory boils down to this: Any game requires institutionalized uncertainty. Without that uncertainty, you don't have a engaging game. As a natural relaction, in order to gain an advantage, players seek to reduce uncertainty as far as possible, but only in their own favor.
Subscribe

  • Weekend

    Laundry. Bread. You know the drill. Aggie was over, playing with my daughter all day and generally aggravating mayhem. My daughter has been tearing…

  • Weekend Wrap

    In baking, I made bread, mini cinnamon rolls, and chocolate chip cookies. Several times over the weekend, the over didn't come up to temperature…

  • Snow in March

    Of all things, a major snowstorm in March. It's not deep for us, but there's more than enough slush and ice to go around. Getting to work proved easy…

  • Post a new comment

    Error

    Anonymous comments are disabled in this journal

    default userpic

    Your reply will be screened

    Your IP address will be recorded 

  • 0 comments