BALANCED TABLETOP COMBAT
RPG's are games. A game needs to maintain a measure of fairness and equality among the players involved. This is not true of life, and I do not feel that an RPG should ever be approached as a simulation of life.
Key to most RPG's is a combat system. This is a reflection of the RPG's evolution from table-top combat simulations or "War games."
Balancing the many aspects of combat to produce equivalent but varied combatants has always been one of my chief design goals.
The ideas below are a result of originally trying to balance aspects of weapons and armor ... my thought was that a swashbuckler with light weapons and little armor should be just as deadly as a knight clad in heavy armor and wielding a claymore. These two figures approach combat differently, but within the trappings of adventure fiction and within the confines of a game and its rules set, the two figures should have equal chances of success in battle.
