For the TLDR version, skip to the bottom section titled: THE ONLY USEFUL THING IN THIS POST, AKA THE GRANULARITY PROBLEM
[quote]MagicalMaster wrote...
I'm going to try to zero in on the core issue here. For the most part, I think we agree on the premises and we see many of the same issues. The difference is we wildly diverge on what we think are the appropriate solutions to those issues.
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While I'd like to be agreeable, I'm afraid our disagreement goes a bit deeper than that.

You seem to have some fundamental confusion about the issues at play.
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To use a concrete example, you made the following statement:
both because you would no longer have undead (or indeed other racial distinctions, as a secondary consequence)
Among other things, I'm guessing one of your "racial distinctions" would include critical immunity for undead.[/quote]
No, I was talking about the races themselves, which are critical in a properly balanced PW. Sure, many of them have general characteristics, but if you look back you'll see I mentioned class abilities (like turning and defoliate) which specifically target by race. It's just one of myriad creature characteristics which an absolutely homogenous approach destroys.
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You're using removing critical immunity from undead (and from everything, for that matter) as a way to indicate a problem in your mind, while I'd say "Bingo, nothing should have crit immunity!" What you view as a negative I view as a positive, and that's the issue which needs to be sorted out.
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I wouldn't say anything so airy as 'a way to indicate a problem in my mind'. It's simply a problem - an extremely hamfisted way of achieving rudimentary balance.
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Generally speaking, I've seen two main methods of attempting to balance games. For lack of better terms offhand, I'll dub them "Homogenization" and "Rock/Paper/Scissors." The question becomes when to apply one method versus the other because each is appropriate in certain circumstances. As you might guess, in a game like NWN I'm suggesting the Homogenization route is better while you're advocating the R/P/S route.[/quote]
No, what I'm suggesting is far more complex than RPS. Your thinking seems locked up in a dichotomous divide between these two, when it's actually a sliding scale. No game that takes itself seriously is going to go with a completely homogenous approach - I can imagine nothing more boring. The problem is that, the further you stray from completely homogenous mobs, the more complex the task of balancing becomes. Once you reframe the issue in that manner, I think what I'm saying will become clearer.
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I suspect this is because you've never been in an environment where balance is essential and your second post would seem to confirm that suspicion. This will require some explanation.
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Again, while I'd like to be polite, I can only laugh. You're advocating an extremely dumbed-down, simplistic approach to server balance, and then saying of my far more nuanced approach that I simply don't grasp or have any regard for balance - without anything to support the notion, other than a vague reference to my second post. My gut reaction to this is something along the lines of 'what a bleeping n00blet.' It's hard to overstate the arrogance of your characterization, or to square it with your apparent oblviousness to said arrogance. I would say quite a bit more on that topic and the Dunning-Kruger effect, but I'm trying to be civil. I'll leave it to others to determine how successful I've been.
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Homogenization
At the most basic level, the idea of Homogenization is that everything has the ability to do equally well in all cases (or as close to it as possible). The simplest way to achieve this is making everything exactly the same. If the only class in NWN was fighter and stats/feats/skills/weapon choice were pre-determined, everyone would be balanced. Differentiating between players would depend on *how* they play their character.
This is the case in many/most FPS games. It's also how RTS games started out (different factions were effectively mirrors of each other, potentially with different names for some units).
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Agreed, up until the last sentence. I can think of no game, RTS or otherwise, that goes completely homogenous. Generally speaking, though, the more simplistic/low budget a game is, the more homogenous the foes - often because of things like a quality assurance/playtest department are a pipe dream. Today's flash games are a pretty good example of the floor here. I think this is sort of implicit in your next remark about how RTS has evolved beyond that point. Even if you look at an extremely simple flash game like Legend of Pandora (a Zelda knockoff), you STILL get some variety in foes - some shoot things at you, some poison you, etc etc. There's a number of reasons for this. Not only are completely homogenous foes utterly boring, they lack verisimiliatude, hampering suspension of disbelief/immersion.
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RTS games have generally evolved beyond this, but the reason they are *able* to do so is something I'll discuss in the R/P/S section. Note that even RTSes have Homogenization at the meta level. To use Starcraft (II) as an example, Zerg, Terran, and Protoss are vastly different. But if you pick Terran, you generally have an equal chance to win whether you're facing Zerg, Protoss, or another Terran.[/quote]
This characterization relying on the 'meta level' blows up the concept of homogenization as the dichotomous counter to RPS you're trying to pidgeonhole it as. As I said earlier, it's not an either/or decision, but a sliding scale of complexity.
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As seen above, Homogenization does not mean things have to be exactly the same. Rather, it means that each option has nearly equivalent capability at everything. It means a caster cleric and a mage can put out basically the same damage via spells, for example, but do so with different methods.[/quote]
Actually, yes, homogenization, to the extent you practice it, DOES mean things have to be exactly the same. Anything else is a step along that sliding scale towards what you are characterizating as RPS.
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But how about some examples with actual data? Let's turn to my primary playground, World of Warcraft.
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I'm going to skip quoting most of this in the interest of brevity. To summarize, you point out that their run logs show a pretty low deviation in dps for the varying roles - you say 11% from the average. To achieve that number, you begin by throwing out the lowest 6 DPS roles, admitting their failure in terms of balance:
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I'm going to throw out the lowest six specializations for the moment (if you put your cursor over them, they are Demonology/Survival/Destruction/Unholy/Frost/Arms). The reason for this is that each of those specializations has a better DPS specialization within the same class. As a result, when people care about their performance, they do not use those specializations.
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An unused class (or, by contrast, an overused class) is definitionally an imbalanced class. The unused ones might as well not be in the game, for our purposes, and the overused ones will quickly be exploited until nerfed. At this point I am left to wonder why it is you're holding up WoW as an example of 'balance.'

Granted, HG is far from perfect - we have our underutilised classes, but we're always striving to bring them into rough parity with the others - what you would meaninglessly term 'meta homogenous', or homogenous in average power, rather than in each specific class power.
Anyway, to continue my summary, you then assume a certain range of AB without any explanation, and even more inexplicably assign a point of AB a value of 8.5% deviation. To be clear, when I say 'inexplicably', I do not mean that I don't understand, only that you're doing so without any explained basis. You then move on to conclude that:
[quote] gaining or losing 1 AB in NWN is more of a difference than the difference in damage output for the top 15 (out of 23) damage specializations in WoW. This is despite those 15 specializations having different abilities, playstyles, gearing needs, and more (if you don't believe me when I say that the specializations are very different, I can provide more details, but different specializations within one class in WoW are more different than entire classes in NWN). That's pretty homogenized for damage output.[/quote]
That just doesn't follow, as you're comparing apples and oranges. Should you actually try logging NWN, you would find similar variance in DPS for DPS-oriented classes. Here's a link to our forum for player-made logging programs, of which there are about a dozen:
Click MeOf course, that doesn't speak to the even larger problem with your thesis: the notion that DPS is the only relevant determinant in what makes a build (or, in your parlance, a role) fun/rewarding to play, or able to contribute meaningfully. If you look at some of our run logs, you'll see quite a bit more variance, but that's for a whole host of different reasons, including divergent player skill, degree of character development and gear, and differing roles. Take, for example, this log, which shows both DPS and kills (along with a host of other factors like damage tanked, times killed, etc):
Click HereIt's quite common to see skilled, successful, veteran players on our servers scoring consistently outside that delta dps, because we've gone to great pains to create more variety in roles, like crowd control.
Furthermore, if you look at that log, you'll see that the direct link between dps and ab you're trying to forge simply doesn't hold up, because of a variety of other gameplay mechanics like concealment and concealment penetration. Further, the exceedingly high dps of the sorc is NOT matched by a high number of kills - he was doing a lot of spead damage. It's worth pointing out, however, that those areas were heavily adjusted in response to logs like that - we added more SR, and area penalties to SP to match penalties being suffered by other classes (ab, etc). So I'm not holding that log up as an ideal - far from it, it's just the first I managed to find. Rather, I'm pointing out that the issue is a lot more complex than you're trying to make it out to be.
I'm going to resume quoting you now, in part because this bit is important:
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Furthermore, while some specializations are slightly better on single target versus a few targets versus heavy AoE, Blizzard's goal is to crunch these differences to be pretty small. For example, a class that excels at attacking two targets at once might do 10-15% more damage when attacking two targets - which is the difference of 1 AB in NWN. Yet that difference is absolutely *massive* in WoW.
Here's a recent tweet from the Lead Systems Designer of WoW indicating what I'm talking about...]https://twitter.com/Ghostcrawler/status/282207519462543360]Here's a recent tweet from the Lead Systems Designer of WoW indicating what I'm talking about...
"Yes, but during that time we've also seen the community shift from thinking a 10% dps delta is unacceptable to a 5% or 1%."
In other words, even with DPS differences generally being within 11%ish, people want it to be smaller and that gap messes things up at times. More on this later.
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This obsession with DPS as the sole determinant of build/role success is a frequent source of bemoaning by our more veteran players. It's a real failing of WoW's balancing. Of course, WoW is pretty far from a paragon of balance, as they pretty much throw out all their old content's challenge when they introduce their next expansion. I think you misread my remarks about not having played WoW as being unfamiliar with it. I am not, as most of our playerbase has played it at one point or another, and bemoan, among other things, the limited roles it offers. In fact, we deliberately mention it on our webpage for crosslinking purposes - we like to poach their players.

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Rock/Paper/Scissors throws the idea of equality out the window. It doesn't matter if you like the idea of Rock more than Paper, you'll lose to Paper if the other person chooses it. It's not because you're worse at the game, it's because that's how it works. Paper counters Rock. Rock counters Scissors. Scissors counters Paper.
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Equality of what? Your thinking is still pretty muddled by your attempt to dichotomize the concept. Again, it's just a sliding scale, though I agree that the game rock/paper/scissors is a good approximation of non-homogeneity, so far as the metaphor holds. Your Starcraft example is a solid example of simple nonhomogeneity, albeit still pretty close to the 'homogenous' goalpost on the slider.
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When we look for this type of gameplay in NWN, we see it in a few ways. The most obvious are damage immunities/resistances. A fire elemental is resistant to fire but weak to cold. A skeleton is resistant to piercing and slashing. A outsider resists a flat amount of most damage types, meaning you need a large number to punch through. There are also miscellaneous immunities. Sneak immunity counters rogues, assassins, and blackguards. Critical immunity counters the above mentioned (by default, at least) along with crippling Weapon Masters and anyone with a character built around criticals. To do some rough math, a weapon master with a keen longsword deals 180% weapon damage on average (assuming every roll that threatens critical actually criticals), meaning he deals 56% of normal damage versus a crit immune foe. If the server has modified Overwhelming Critical and/or Devastating Critical, this becomes even more pronounced. You also have other random things like turning undead and spells that target undead specifically.
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NOW we're getting somewhere. This is a far more telling critique of the issue than your failed 'homogeneity-RPS' dichotomy. The problem you're trying to express is granularity. The more binary the outcome - life/death vs. amount of damage, the trickier things are to balance. The more granular, the easier. Totally with you on that one - I would redo NWN with the Rolemaster system, given the opportunity (it's d100 based, not d20, far more granular). I'll come back to this at the end, since I think we might actually get somewhere with it.
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Why R/P/S Works in Pokemon and Starcraft (II)
Okay, so why I suggesting that R/P/S works in Pokemon and Starcraft (II) but fails in NWN?
In Pokemon and Starcraft (II), you control multiple units and none of them represent you.
That's what it boils down to. Everything else winds up deriving from that statement. In Pokemon, you control a team of up to six Pokemon and in Starcraft (II) you control an entire army. In both of these cases, the composition of the army depends on what you choose to capture/produce.[/quote]
No, this misses the point again. This is only a problem if you assume a single homogenous enemy type. So long as you provide players a variety of types concurrently, you can ensure than each role has something to contribute. Yes, it's far more complicated to do so, but the play is much more rewarding as a result.
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The Problem of Difficulty and WoW
WoW used to be more like NWN. Fire elementals were resistant to fire. Undead were immune to bleeds. Golems didn't care about poison. As previously mentioned, the pinnacle of WoW PvE is raiding involving groups of 10+ people fighting bosses. Specifically, each raid zone had a maximum group size (which was 10, 20, 25, or 40 at different parts of WoW's lifespan).
The initial content (such as Molten Core) wasn't tuned very well. Molten Core could be done with 20-25 people and was meant for 40. Blizzard has gotten far better at raid design since then and produces some tremendously difficult content. It took over 500 attempts for the best guild in the world to defeat a boss in a zone called Firelands, for example. Even guilds like my own, which only spend two nights a week raiding (as opposed to 6-7 nights a week in the top guilds) still took over 100 attempts. That was with us knowing the strategy, having better gear, and being in the top 0.5%ish of the WoW population skill-wise.[/quote]
Don't mistake difficulty for excellent design balance. I could easily design areas which are impossible to beat. Again, there's a happy medium on a sliding scale, not a fixed 'MOAR difficulty is always indicative of better balance' relation.
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To beat the bosses on the hardest difficulty, you need a full raid with very skilled players. With a 10 man raid, for example, you're not going to win with 9 players, at least not initially. You might be able to get away with it months after you originally beat it with much better gear, perhaps, but that's pretty much it. The content is tuned to be on a razor's edge where every percent matters. All of the heroic raiding guilds in WoW have stories of wiping continuously at <5% on a boss while they struggled to find those last few percent. You didn't have room for people who couldn't pull their weight.
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HG is the same way, whenever new areas are dropped. There's nothing about the approach we take that necessitates a different outcome.
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You can probably see where this is going.
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Indeed, though not in the way you doubtless mean.

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Rogues, for example, depend on poisons for a large chunk of their damage. What do you think happened when groups went up against bosses that were immune to poison? They didn't take rogues. They benched them and took someone else on their raid team. Or even made the rogue swap to a different class. If the rogue lost 20% of his damage from the boss being immune to poison, the group was better off with the rogue swapping to a warrior or something because even with worse gear the warrior would do like 10% more damage than the rogue. In fact, the top guilds typically require their players to maintain several "raid ready" alternate characters that they can play if it is advantageous in a situation.
In short, the effect of the "racial distinction" of being immune to poison simply resulted in excluding people. Boss immune to bleeds or poisons? Tough luck if you're a warrior or rogue, hope you like cheering on your team from the sidelines or playing another character. Boss immune to Shadow (Negative) damage? Hope you're not a warlock or shadow priest! Boss immune to Fire damage? If you're a mage, you may be lucky and be able to swap to Arcane or Frost instead of Fire, but there's a decent chance you just won't be taken instead.
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Again, this is a straw man problem, since you're assuming a single foe. There's no reason to limit yourself in this way, and this is one major reason our boss spawns are seldom alone. Even then, there's no reason that certain classes are totally barred from participating, because we don't balance our builds as one-trick ponies - you'll recall my mention of this earlier. Hence, that rogue, even if he were barred from effective use of poison, would have other fallback abilities. They wouldn't, necessarily, be as efficacious, but there's nothing preventing them from falling within whatever delta of efficacy you decide is appropriate - 11%, or otherwise, if you want to limit yourself to a consideration of a simple metric like DPS.
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Let's take four players with classes A, B, C, and D respectively. If there are four bosses, and only A can harm the first, only B can harm the second, only C can harm the third, and only D can harm the fourth, you might argue that's balance since all are "useful." But what actually happens is that you bring four of class A to boss one, four of class B to boss two, four of class C to boss three, and four of class D to boss four.[/quote]
Aww shucks, I had such hope for a second. You're still assuming a unitary foe, however, as well as some extreme one-trick ponies.
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This is the effect of "racial distinctions" in a competitive environment where balance is essential. It excludes people for no reason beyond what class they happen to play.
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I hope you understand now why this is incorrect - or, more specifically, why it is incorrect in practice, though it makes sense in a very limited set of circumstances (single enemy, extremely limited character traits). I agree with the principles you're describing, in rough terms, and have indeed seen some of the outcomes you are concerned with - some classes being disfavored on certain runs, for example. I'm simply telling you that in practice, there are ways around these problems that are far more interesting than resort to homogenization.
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The Death Magic Conundrum
You seemed irked at the idea of "damage spam" being viable in every scenario.
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Irked? Not really. It's just poor design.
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You also suggested the idea of
Consider instead 15 firebrands vs 3 firebrands, 2 chain lightnings, 5 ice storms, a clarity, a heal pot, an elemental shield, a dimension door, and 2 more brands.
Clarity, heal potions, elemental shield, and dimension door are not primary spells you'd spam. You use them occasionally as the situation dictates. So that leaves us with Firebrands versus "3 firebrands, 2 chain lightnings, 5 ice storms, and 2 more brands."
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Lolz. Cute, and typical of a WoW player. You completely missed the second point I was making about role variety - considering other things besides DPS.
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Which brings up the question of why you would suddenly want to do 2 chain lightnings and 5 ice storms if Firebands are the best spell to use at the start. Assuming you're attacking the same mob, unless he suddenly shifts his damage immunities or something there would be no reason to change spells.[/quote]
You just answered your own question. There's no reason to assume a unitary mob. Our runs comprise 300-500 spawns, in groups of 8-16, depending.
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In general, there seems to be three main "alternatives" for casters besides "damage spam."
1. Buffing/healing/dispelling allies
2. Debuffing/CCing/dispelling enemies
3. Death Magic
Note that I'm not including summons because I've yet to see anyone try to module where you literally summon a monster every 3 seconds. Summons are not a "primary" spell type as a result.[/quote]
That doesn't follow. Spammability is not a requirement for a role, since, again, we're not dealing with one-trick ponies. Not critical to the overarching point, though, so I'll just leave it at that.
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Let's look at Death Magic more closely to see some issues with it. The two primary issues are its binary nature and randomness.
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Yay! You're back onto the granularity issue. Which, of course, is somewhat ironic, since the binary nature of your homogeneity-RPS dichotomy was its downfall.

Only a Sith deals in absolutes. 0_0 More seriously, randomness isn't a problem, it's an offset to the problem of granularity, if you use it correctly. Here's where you get it wrong:
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We've effectively recreated the problem of levels 1-2! Where a single hit can kill many characters and it's a matter of luck who wins instead of being a matter of playing well.
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This is a meaningless problem. In any d20 system, or any system which embraces randomness as a means to attain verisimilatude, luck always determines outcomes. It's still possible to roll 10 hits in a row and kill something you shouldn't have. The problem with less granular mechnics, like death magic, is that it will increase the frequency of this happening, overwhelming other factors (including skill). The cure is to introduce additional factors to increase granularity, like (properly balanced) saving throws and spell resistance. Flat-out immunity is itself, of course, highly non-granular, creating problems of its own. Hew to that magical sliding scale, however, and you'll be fine. Of course, we still make (most) bosses flat-out immune to instant kills, because they're the cumulation of the run, and a sudden kill would be very anticlimactic. This does not, however, mean, that you can't avoid it on most of your other mobs. That's why you see such a mixed immunity profile on our mobs - we like to ensure that death magic has a role, without allowing it to become overwhelming in scope.
[quote]And Death Magic as typically seen in NWN is inherently unbalanced for these reasons.[/quote]
I hope I've explained why this is wrong. It's actually seen as inherently unbalanced because most server ops haven't playtested their servers enough to hone the saving throws, resists, etc, finely enough to balance these mechanics.
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Conclusion
Now you may be thinking "Hang on, we have crit immune monsters and people still take Weapon Masters to those fights!" That may be true. But you have one of two options.
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I'm going to cut most of this section, in the interest of brevity, but you're definitely on to something with crit immunity. It is insufficiently granular to make it easily balancable. That said, this math is atrociously oversimplified, and your assumptions (including the stated assumed range) generally do not hold:
Your point about the AB highlights this. If we assume ((AC - 16) < AB < (AC-1)) initially, then let's look at the effect of losing 4 AB.
...
So losing 4 AB is a loss of somewhere between 60%ish damage to 33%ish damage (or reversing it, a gain of
48% damage to 160% damage). Even going with the lower bound, that's a massive difference.
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I'll address the actual problem in a second, after I respond to your last remarks:
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And in a balanced environment, even one or two AB would be the kiss of death you mentioned (again, see the Ghostcrawler tweet above). This is why I asked how many groups wiped because one person had 1 less AB than needed. That stuff happens in WoW all the time. It happens in any environment where tuning is tight and balance is essential. And if things aren't tightly tuned, then balance isn't all that important and you're free to tack on "racial distinctions" because they don't really matter anyway.
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Wrong. Wrong, wrong, wrong. This assumes a highly simplistic set of mechanics. Even a single glance at that run log I linked you will point out the error in this thinking. Ab is not the sole determinant of a hit, or of DPS. NWN offers a wide array of mechanics to use to introduce additional granularity where necessary. The notion that a single point of Ab should be deterministic of a runs failure or success in a 'tightly balanced' server is utter nonsense - take a look back at where I point out the apples/oranges nature of your ab-to-dps comparison if you're forgetting.
THE ONLY USEFUL THING IN THIS POST, AKA THE GRANULARITY PROBLEM:Anywho, that brings us back to an ACTUAL balancing dilemma with NWN - lack of granularity of some mechanics, like death magic and criticals. Their inherent nature makes them difficult to balance. Your perspective, however inartfully presented, that such mechanics DEMAND an edging of the slider towards homogeneity in order to maintain balance is correct...unless you can has skillz.
With death magic, it's actually comparatively simple, if you take the time to get your SP/SR and DC/save balancings correct, though that is quite an undertaking in itself, and I understand why a lot of server ops simply don't bother. With criticals, we actually had to make them more granular. Hence, acaos' engine hacks to make DC and OC into crit range and damage alterers instead of all-out killers. And, of course, our partial crit immunity mechanic, which subtracts a varying percentange of crit damage to bring things back into a more acceptable standard deviation. We also introduced concealment reduction, again as a secondary mechanic to bring things into acceptable ranges of variance. Here's a listing of some of the relevant edits we've made towards this end:
Blind Fight
- Blind Fight's implementation has changed, but the effects have not. When swinging at enemies, the conceal you see in the combat log will be the adjusted concealment after Blind Fight and other conceal reduction, rather than the base concealment.
Devastating Critical
- Now adds +1 to critical hit multiplier for the weapon chosen instead of the normal effect.
Overwhelming Critical
- Now adds +1 to critical hit threat range for the weapon chosen in addition to the normal effect.
- If you have the Weapon Master Ki Critical feat, the threat range expansion will not work for any weapon.
Power Critical
- Power Critical feats require 6 BAB and Weapon Focus in the specified weapon and add +4 to critical confirmation rolls with that weapon.
Superior Critical
- Superior Critical feats require 23 base Dexterity and Power Critical in the specified weapon and add +6 (total +10) to critical confirmation rolls with that weapon.
Listen
- Increases your chances of hitting concealed enemies. Up to a skill of 60, the enemy concealment drops to (Concealment ** (1 + (Listen skill / 60))). With a skill above 60, the enemy concealment drops to (Concealment ** (1.5 + (Listen skill / 120))).
- A Listen skill of 60 is equivalent to having the Blind-Fight feat in reducing enemy concealment, and skill and feat do not stack. '**' is the exponentiation operator.
- If the above sounds too complex, remember that effective enemy conceal will be shown in-game.
- Being deafened halves your effective listen skill - after all other calculations
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Item Properties
- There are no items with Improved Evasion on Higher Ground.
- There are only two items with immunity to critical hits.
- All other item properties can be found, though some may be scarcer than others.
- Specific immunity to fear and paralysis on items do have benefits that immunity to mind spells does not cover.
Level/Ability Drain Immunity
- Level/ability drain immunity on items now grants immunity only to level drain. Immunity to ability drain must be acquired separately.
Sneak Attack Immunity
- Immunity to critical hits no longer grants immunity to sneak attacks. Immunity to sneak attacks must be acquired separately.
Pretty much every one of those edits, any many others, have been implemented (often via engine hacks) in order to address the issue of granularity as discussed above. Hopefully this was illuminating. Here's a broader perspective on the issue, which has application in many realms:
Wiki entrySummarized as simply as I can, the tension is not between homogeneity and 'Rock Paper Scissors', it's between granularity and simplicity. Granularity issues with certain mechanics present problems which you can either solve by elimination (homogenizing and thereby decreasing complexity) or by introducing offsetting mechanisms (increasing complexity).
Funky