Wednesday, August 13, 2025

Character Balance in RPGs

 


It's a quirk of the modern RPG scene that there is so much concern over "Balance". It really falls into two areas - 1) Character Balance and 2) Encounter Balance. It's almost an obsession in some corners of the internet and while bouncing back and forth between various Supers RPG and running a D&D style campaign I thought it was worth discussing here so let's do Characters today and Encounters tomorrow.

Character Balance shows up in a couple of places and in a couple of ways.

First up I see a ton of discussion around this with D&D 5E-style games. Playtest classes for upcoming expansions, new classes for new games like Tales of the Valiant ... as soon as something comes out there will be immediate numerical breakdowns of damage per round and similar CharOp metrics at different levels and given certain feat or weapon choices and honestly these days it's just tiresome most of the time. It's not as important as you might think.


 This kind of thing mainly got going during D&D 3E and became it's own mini-industry for some people while completely ignoring the RP part of the RPG. This became especially evident in mid to late 3E when "experts" were recommending ridiculous combinations of classes and prestige classes as the "optimal" choice that were never going to happen in any real game with an actual DM trying run even a semi-coherent campaign. They were only even slightly likely to be achievable via one of the Adventurer's League type games where there was no central DM and no need to play out how your human fighter/cleric/ranger managed to join and train with the elves' arcane archers. You still see a degree of this even now with some of the multiclassing recommendations that get posted as the optimal build for today's games. Again, what DM is going to just let that happen in an ongoing campaign?


It also tends to ignore the non-combat abilities of a character and class and that's a huge miss in my opinion - it's not just about combat! We do other things too! At least 5E made some effort to categorize three areas of the game with combat, exploration, and socialization within the rules. Whether they succeeded is something people like to debate but they at least put it in the book and hopefully 5.5 is doing an even better job. If you are playing in an ongoing campaign, with a steady group of other players, in a setting that is supposed to be a "real" fantasy world with some internal logic, then DPR and other number-crunched metrics are one of the least important things to worry about. Because once in the game who cares which character does more damage by a few points here or there? Why does that matter? You're not competing with the rest of the internet and you aren't really competing with your own party members - you're supposed to be on the same side most of the time when a fight breaks out. Are you happy with what your character can do in a fight? Are you happy with what they can do outside of a fight? If so then you probably made a good choice - regardless of what the various forums, Discord channels, and social media groups say. 

Point-based games are kind of built around this concept - the points are mainly for the PCs. The DM doesn't have to use them at all. If all  the PCs are using the same points totals then they are all equal on some level within the game system. That said this type of game, even more than D&D style games, need DM supervision to reign in extreme character choices. Things like active point limits in Hero and power level limits in M&M help, but there are still ways to break things - with the great freedom that point-based games give you comes the need to work within the framework of the specific campaign. Not everything needs to be optimized. Not everything needs to be a variable power pool or a multipower or put in an array. With this type of game if one character does more damage than another that should be the result of deliberate choices on the part of those players and there is nothing wrong with that. 

If this stuff matters in your group it can be discussed in the good old session zero - "I really want to play a tank this time" or "I want to play a sneaky DPS guy" - I think most people get what this means now. My group still discusses classes and races (if applicable) when we start a new game and possible roles within the group if it's a less-structured game like Savage Worlds but it's done in a very open way and we don't really have anyone that thinks there can be only one of a type or class within the party or that wants to compare DPR numbers. They will find combos and they will absolutely break classes but it's not a competitive thing because they don't care who is the "best" most of the time. That said the cleric and the paladin in my current game trying to top each other's armor class has been pretty entertaining. 

Then of course there are games that absolutely do not care about balance between different classes or character types. Old school D&D doesn't care much at all, certainly not math-wise. Traveller doesn't care - one character might have 4 levels of "Bureaucracy" and "Pistol-0" if they're lucky while another may have Combat Rifleman - 5 and Cutlass - 3. Both are viable because combat isn't the only thing in the game - personal combat is only one of several options for combat - and it's a big universe with a lot of things to do. Getting your guns onto that  planet with law level 9 is going to take some Bureaucracy skill - probably some Bribery skill as well.

Really any game where random rolls are a major feature of character creation has an inherent lack of concern for character balance. If I end up with an 18 strength and you end up with an 8 we are headed in different directions with D&D combat. D&D, Traveller, Villains & Vigilantes, Cyberpunk, Gamma World, Runequest - all of these have random character generation, many beyond just determining ability scores, and yet we played them all, sometimes for years, and no one argued about this.

The game most openly, brazenly even,  unconcerned with balanced characters in my opinion is original recipe Rifts. Random stat generation then your race/class choice dictates everything else and on no level are they balanced. In a game where you could play a Glitter Boy, a more general robot or power armor pilot, a juicer, a wizard, or a dragon hatchling I have seen people choose to play the Rogue Scientist - sort of a post-apocalyptic Indiana Jones who's signature feature is that they get a lot of skills. No special combat abilities, no extra luck, no magic, no power armor, and the same standard equipment options everyone else gets. 


People make choices in these games, even when given obviously more powerful options, to play the things they want to play, the things that call out to them. My take on the "truth" of character balance is that as much as it's a feature of online discussion and debate it really doesn't matter all that much in actual play in an ongoing campaign. Sure, people will optimize or power game some things sometimes but they tend to do it with character types they are already interested in beyond whatever the numbers say. The prospect of living with the same character for months or years brings perspective that goes beyond the numbers.

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