bel wrote:Having an overpowered background does not have any balance implications at all. This is because you can only access Be's advantages by starting as a Be. If you don't want to be overpowered, just don't start as a Be. Choices made before the game start all fall into this category. Thus, it is totally ok if Mummies and DD have different power levels.
If one wants to restrict Trog to Be, that's fine with me. But Gods are not balanced anyway, so whatever.
The only complaint which would make sense to me is the following: there are too many choices for newbies on the start screen and one should cut Be on this basis. I don't buy that.
On one hand, yes, all these decisions do happen upfront. On the other hand, I've almost never had fun when I willingly nerfed my starting power in a game, and can usually feel the ramifications of it much later - "If I was a Be, I could have escaped that situation", etc. This isn't to question the potential for enjoyment of playing something weaker, it's just not the case for me. I'll try to explain my viewpoint, and maybe some people can relate.
To me having these disparate power levels feels like an illusion of choice, albeit well-disguised by the lack of investment before it's made. The real choice I make when I fire up crawl and have no idea what to pick is "what character archetype do I want to play?" -- magic, melee, hybrid, ranged, stealthy? (And this is a subject for separate discussion, but even then I can sometimes feel shoehorned into choosing whatever I view as the most powerful archetype.) Anyway, after mentally locking in the experience I'm aiming for, electing a race and class is often a no-brainer: I just pick what I view as the exemplary combination every time.
To my point, I think being more powerful means being able to have more fun in this game, or at least it mitigates a good deal of un-fun. This is simply because you can play faster and don't have to do degenerate things to keep with the power curve. Playing a weaker version of something means that you more often have to contend with the uglier parts of the game: stairdancing, pillar dancing, resetting fights, and so on.
Even if it were fun to play a 'challenge race' for me, I think the disparate power levels between combinations would still be an issue even though the decision is made before the game starts. To illustrate, imagine a version of crawl in which you start every game at XL1 as a formless blob with generic stats. Only upon reaching XL2 are you able to become a species and class with a prompt. I think players would be less inclined to choose something sub-optimal in this scenario because they have invested some time into their character, so they want to give it the best chance of survival. If you consider that even games quit on turn 0 take some modicum of time then I think you can see my point from here. Every game we play is a time investment, and I'm interested in not wasting my time on any character.
I think this disparity has less consequence for those who have netted a win before, especially in several archetypes. That said, I find myself in this position, and often just play species with a higher chance of winning because it means I don't have to do as many degenerate things and don't feel like I'm setting myself up to fail.