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Thread: Balance. Why do we need it?
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2017-11-14, 08:44 PM (ISO 8601)
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Re: Balance. Why do we need it?
I know that I bought several heaps of PDFs when the d20 craze was going strong, but I never actually had time to read most of them... let me see if I already have it.
I've certainly got his Arcana Evolved stuff.
Anyway, thanks for the rec.
Hmm!
Let's see how to describe the benefit of Improved Initiative by level...
Level 1: "+4 to the check which determines whether you eat a level 1 spell while flat-footed, or whether you feed your foes a level 1 spell while they are flat-footed."
Level 3: "+4 to the check which determines whether you eat a level 2 spell while flat-footed, or whether you feed your foes a level 2 spell while they are flat-footed."
Level 5: "+4 to the check which determines whether you eat a level 3 spell while flat-footed, or whether you feed your foes a level 3 spell while they are flat-footed."
... yeah I feel like there might be some scaling going on there, too, if we consider how the consequences of a single extra action can increase with level.
Or maybe that's too much of a stretch.I want you to PEACH me as hard as you can.
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2017-11-14, 08:50 PM (ISO 8601)
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Re: Balance. Why do we need it?
scaling feats are a nice idea but i don't know if i like the way those above are presented. yes you get a extra "feat bonus" at the specified levels but at the same time it would restrict you to the options given from those. what if the fighter wants both improved disarm and improved feint. at that point he has to wait until his next freebie in order to get it since those are no longer feats they are "feats bonuses" scaling feats would definitely be better overall. something like.
Two weapon fighting
Pre-req: Dex 15.
Benefit: You can attack with both weapons as a standard action, and a extra attack on a full action .
If your BaB is +3 or higher, you get +1 Shield AC from your off-hand weapon. (+2 when fighting defensively)
If your BAB is +6 or higher, you get a second attack with your off-hand weapon, at -5.
If your BaB is +9 or higher, you get +2 Shield AC from your off-hand weapon. (+4 when fighting defensively)
If your BAB is +11 or higher, you get a third attack with your off-hand weapon, at -10.
If your BaB is +14 or higher, you get +3 Shield AC from your off-hand weapon. (+6 when fighting defensibly)
EDIT: oh silly copy paste i i love and hate thee.
Combat Expertise
Pre-req: Int 13
Benefit: You can increase your AC by 1 per 1 you lower your BaB for the round. at -2 BaB you are considered fighting defensively.
Power Attack
Pre-req: Str 13
Benefit: You can increase your Damage by 1 per 1 you lower your BaB for the round. Fighting with a 2 handed weapon increased the damage to 2 per 1 BaB lowered and when Two Weapon Fighting each hand gets the same bonus.
Combat Maneuvers
Pre-req: none
Benefit: You do not provoke an Attack of Opportunity from attackers when attempting a combat maneuver. additionally you get +1 per 2 BaB you have as a bonus to your roll. (required for specialized maneuver feats)
i like the weapon focus one though. and just straight get rid of dodge please.Last edited by death390; 2017-11-14 at 09:08 PM.
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2017-11-14, 08:58 PM (ISO 8601)
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Re: Balance. Why do we need it?
Everyone has to make choices, though. There's always an opportunity cost.
In my variant, it's a choice between two freebies which only compete against each other.
In the current rules, it's a choice about how to spend your only class feature, and you don't get to start a new feat chain at the same time that you're getting your one new perk.I want you to PEACH me as hard as you can.
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2017-11-14, 09:16 PM (ISO 8601)
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Re: Balance. Why do we need it?
right and i understand that its just why not keep these special maneuvers feats but drop some of the pre-reqs.
look at spring attack rename it attack on the run. and incorporate shot on the run into it.
Moving Strike
Pre-req: mobility (updated to scale somehow, maybe combined with run and some other stuff)
Benefit: As a full round action move your speed during your turn and at some point during this move perform a standard action. this standard action does not provoke an attack of opportunity for a single enemy (your primary target).
this combined with a modified standard action that lets you use half of your iterative attacks (odd numbered 1, 3, 5, ect) lets those who use melee on the run attack a target. while archers can use manyshot, and casters can cast a single spell. this is in all honesty a simple movement mode.
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2017-11-14, 10:16 PM (ISO 8601)
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Re: Balance. Why do we need it?
See, I don't think the GM needs to "even it out" most of the time. Gaps can exist between the classes, so long as they don't get too large (e.g. ice assassin aleaxes and chain-gating solars.) I would bet that in most games, these gaps stay manageable and align with people's expectations of spellcasting vs. not-spellcasting.
Maybe this is contributing to my bias but it just hasn't happened in mine. What's far more likely to make our GM slam on the brakes is when someone does a lot of damage in one turn - typically a martial or a gish - not a spellcaster erasing the plot with a standard action or whatnot.
Whoever invented him still felt the need to "explain" his superhuman muggleness this way though. Spellcasters meanwhile can just be talented.
This I can agree with, it's long-overdue.Plague Doctor by Crimmy
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2017-11-14, 10:38 PM (ISO 8601)
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Re: Balance. Why do we need it?
One more for the road then, but I'll spoiler the rest since it's been two pages since I went to bed.
No it wasn't.
SpoilerCasters make those items. Fighters are helpless. Next?
Casters have better options (i.e. spells), and if they wanted anti-ooze gear, they'd make that gear. No caster, no gear. Next?
You eat an AoO on every bow attack since you're unable to climb or fly over it, and you're unable to sneak past it. Skill-types can usually do one or the other; casters can usually do all of the above (or kill it with a spell). Next?
It's just that the Fighter brings practically nothing to the team, when compared with a second Cleric. (Did I just blow your mind? Yeah, you could have two Clerics on a team instead of one Cleric and one Fighter. Guess which team is going to perform better?)
Your team is: Fighter + Healer + Monk + Ranger (ACFs: minus-spells, plus-trapfinding)
My team is: Wizard + Cleric + Druid + Beguiler
Now you can't move the goalposts in this particular direction again.
It's not rare at all. Look through White Plume Mountain for a decent variety of difficult terrain encounters. Also, of course, it's a condition that my spellcasters can and do impose on NPC monsters all the time. Next?
You are the target in 50% of these scenarios, so your answer is you let yourself get caught and die? Okay then. Fighter-tier "winning" I guess. But even in the other 50% of cases, the targets can do sneaky things like go around corners or hide behind a tree and you're going to lose anyway. You have chosen poorly. Next?
No, I'm talking about how spellcasters can impose all the preceding conditions on you, stuff like "create difficult terrain" or "summon a colossal scorpion" or "cast spells while flying away", plus they can dominate / blind / stun / petrify / confuse / etc. a weak-willed muggle.
What was my anti-Fighter scenario?
You are saying that you don't care about normal D&D combat.
I should have seen that coming.
Sadly, what you are trying to blame on "my metagame" is actually the exact and specific thing which is supported by the default rules. Even more sadly, it's the ONLY thing supported by the default rules.
It's a strange habit that some people seem to have: I'm telling you about a flaw, so you're trying to assign the flaw to something specific about me.
I wonder if this is the same basic cognitive error which leads to victim-blaming.
I think virtually everyone would agree that Fighters are supposed to be balanced well against spellcasters.
I wish you were saying something true here.
If the designers knew that Fighters were garbage, they'd make Fighter NPCs lower CR than Wizard NPCs. They did not do this. I can't see any justification for your assertion that the Fighter's poor relative performance was "fully intentional".
In short, this argument is over, as you refuse to acknowledge the reason there even is an argument.
Running a caster-heavy 16th level 3.5e game was a lot more rewarding than constantly shoring up the self-esteem of a Fighter-type who felt useless (spoiler: Fighters were in fact useless).
I'm not talking from theory here -- it's way more fun to be surprised by the creativity of my players than it is to dig for ways that the useless Fighter might be able to contribute. Getting that guy to play a Tome of Battle class made the game significantly more fun for everyone, including him.
Incidentally, I find it amusing that people who say the fighter is completely useless will recommend fighter fixes that. . . give them slightly better numbers and more feats. It's not actually wrong, in fact it's pretty effective at dealing with power-creep, but it's so at odds with the so-called problem it's laughable.Last edited by Fizban; 2017-11-14 at 10:59 PM. Reason: ha, caught a there/their
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2017-11-14, 10:55 PM (ISO 8601)
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Re: Balance. Why do we need it?
I think it's too much of a stretch. It's like saying that Weapon Focus scales because you get more attacks as you level up, or that Lightning Reflexes scales with level because the higher-level you are, the more often you'll need to make Reflex saves in a fight and the more dire the consequences are for failure. The fact that circumstances related to the roll have changed doesn't change the fact that +1 to attacks is a much larger portion of your attack bonus at lvl 1 than at lvl 20. If you have a stat that scales with level in some fashion (BAB, saves, skill bonuses, AC, HP), a flat bonus will, inevitably, become such a small percentage of your total that it doesn't matter. For obvious reasons, this becomes a lot more painfully clear in epic than it does pre-epic, but it still comes up pre-epic.
The poster child of this is Toughness: a first level Fighter with Con 14 will have 12 HP, and another 3 is maybe worth a feat, but the Barbarian 1 with Con 18 and rage will have 18 HP during combat, and another 3 just isn't worth the feat. For any class with a good Fort save, Toughness is objectively worse than Improved Toughness starting at lvl 3; for any class with a bad Fort save, it's objectively worse starting at lvl 6. The existence of Improved Toughness points out that even WotC is aware that awful flats don't scale well. The epic version of Toughness gives +30 HP, and honestly...probably isn't worth your epic feat slots even if you're playing in a game where HP still matter. A Wizard 21 will probably have base Con 12 and another +6 from an item or spell or something, so they're probably looking at 21d4+84 (avg 136.5), another 30 just can't compete with even just +1 to Int, let alone epic feats that give new abilities...and that's assuming the wizard didn't pick up FMI to get Int to HP instead of Con - those Wizards are playing with the big boys, rocking 21d4+252 (avg 304.5). 3 extra HP is worth nothing to these guys; even 30 is only maybe worth it to them, and that feat's got some stiff competition. And even if you have so few HP that Epic Toughness is a must-have, even that Epic Feat will eventually (read: lvl 31) be outstripped by the non-epic feat Improved Toughness. Saying "but wait, at any given level those extra 3 HP could make the difference between bleeding out and getting another attack" is technically correct, but is making the circumstance out to be more common than it is.
Think of opposed rolls like races, damage vs HP, attack bonus vs AC, Bluff vs Sense Motive, Spot vs Hide, Init vs Init. Scaling bonuses are an increase in Velocity, while flat bonuses merely represent who gets a headstart. Depending on how long the race goes, who had the biggest headstart will inevitably not matter compared to who was going faster. The shorter the race is and the slower people are going, the more the headstarts matter. Of course, of the races listed, only one race has next to no Velocity: Init vs Init, both of which level with Dex (which, for a lot of characters, won't really advance very often - maybe when you pick up an item for it), so a +4 headstart is a big bonus for a lvl 1 character, and is still a sizeable bonus for a lvl 20 character. But, depending on the lvl 20 character, that +4 bonus might not even be the biggest headstart you have, particularly if you're a class with a good Dexterity Velocity. The headstart of Imp Init matters because the race is slow for most creatures.
To be clear, I'm mostly fine with Improved Initiative not scaling - like I said, it's basically the only flat-bonus feat I can think of that's actually good, and it only really becomes a wasted feat when you're playing in games where either nobody's ever really rolling initiative (high-level rocket tag involving Celerity, Contingency, and dire turtles comes to mind), or everybody's initiative bonuses are so different that no amount of dice rolling will change the order people act in. Improved Initiative is a feat that I don't think needs to scale, because it's a race that goes slow enough for the +4 headstart to matter well into low-epic for most games, which is good enough for the vast majority of tables. But feats that give a flat bonus to things that have per-level scaling? Toughness needs to scale (and Improved Toughness is the proof). Weapon Focus needs to scale. Iron Will needs to scale - and to counter it, Spell Focus should probably scale too (although we don't want casters getting too many nice things).
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2017-11-14, 11:08 PM (ISO 8601)
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Re: Balance. Why do we need it?
Except that's not how d20 rolls work. The total is irrelevant, what matters is the gap between the bonus and the DC. This gap does tend to get larger as time goes on, but not as much as "percentage of total" implies. And of course it's further muddied by having to make educated guesses at what the expected gear is.
The question is weather the gap is huge enough that those headstarts are inevitably shut down by scaling. I say that with expected gear against standard monsters, it's far less of a sure thing. But as everything gets more exaggerated by optimization, it is inevitable that higher op will demand more scaling.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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2017-11-15, 12:32 AM (ISO 8601)
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Re: Balance. Why do we need it?
The reason there is an argument is because someone on the internet is wrong.
Spoiler: Who could it be?
It's you, Fizban.
You are wrong on the internet.
Another +30 gives immunity* to Power Word: Stun, which is a mainstream spell.
But yeah, I'd expect a low-op PC to use a +6 item and spend or quest for a +5 Inherent bonus, and then either spend a point of level-up or take one Epic +1 Con feat for a total of 12 + 12 = 24 Con (for another 7 x 21 = 147 bonus hp; 199.5 expected total baseline hp) before considering Epic Toughness.
Confirmation bias is a hell of a drug.
I bet there's someone out there for whom this exact scenario was a reality, and to this day that person will swear that Toughness is a great feat. It saved brave Ser Cuitous, after all.
Creatures don't use spells as aggressively as PCs do. There's an easy +10 / -10 if you've got a few slots to burn. The fact that creatures haven't optimized around initiative is
Hmm. What I'd worry about there is just creating an arms-race / feat-tax.
The direction I'd prefer would be something like...
- Spell Focus gives you a +2 to one school or descriptor. Does not stack with itself. There is no Greater version.
- How do you deal with high defenses? Debuff spells that target a different defense (e.g. touch AC), or that have no defense (no-save-just-suck). These would trade time for accuracy -- they'd be poor debuffs in themselves, except for the way they help your real debuffs land. It seems like this is already the way that SR is handled.
- Since the trade-off is time, a muggle-type PC would have more actions with which to perpetrate violence upon the spellcaster.
That could allow scaling defenses without also needing scaling accuracy buffs.
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2017-11-15, 02:55 AM (ISO 8601)
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Re: Balance. Why do we need it?
I am happy with there being gaps if those are as advertised and as fit expectations.
But to go back to the start of the argument, in this particular area (physical combat), it doesn't fit the expectations I'm given and based on everything I see on the internet, it doesn't fit a lot of people's expectations.
Maybe this is contributing to my bias but it just hasn't happened in mine. What's far more likely to make our GM slam on the brakes is when someone does a lot of damage in one turn - typically a martial or a gish - not a spellcaster erasing the plot with a standard action or whatnot.
I said bad balance was. Argument about whether the martial vs caster disparity is expected aside, all I'm talking about is all bad balance. To me, the point of this thread is to point out why a balanced game is a good one. Not martials vs casters.
And yes big damage numbers are a lot of our problem too. A lot of the time our problems will come from the GM setting all of the enemies' difficulty to match the outlier in the group, leaving everyone else cowering away in long boring combats... after which someone usually runs out of patience and tries to force their superpower into the plot, usually with bad consequences.
We've also had problems with people maxing out luck or social powers right at chargen - something where D&D's level system actually makes the game a lot more balanced - and GMs not really understanding action economy. Mainly in Shadowrun.
Ironically D&D is one of the games that's been most balanced for us. The last time someone caused trouble with a spellcaster was me experimenting to see what the hype with Prismatic Spray was. Then after two sessions we stopped adventuring in small dungeon rooms and all was well again.
Apologies if you didn't need to hear this - but given his question, maybe the OP did if still around.
Whoever invented him still felt the need to "explain" his superhuman muggleness this way though. Spellcasters meanwhile can just be talented.
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2017-11-15, 08:42 AM (ISO 8601)
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Re: Balance. Why do we need it?
And I feel (kinda) bad for those people, but they can't realistically please everyone. Which takes me back to one of the earlier posts I made in the thread:
The two seem intertwined. How do you propose balancing the game without addressing that disparity? More importantly, what would addressing that mean?
There might be a way to truly solve it without ending up with 4e homogenized pap. Me, I'd rather keep some of the imbalance while ironing out the larger peaks and valleys.Plague Doctor by Crimmy
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Re: Balance. Why do we need it?
Having played quite a bit of 4e, I'm a little astounded that people still believe this. Given the gap in the amount of content available, I've seen significantly more build variety out of 4e than I have from 3.X, and more of those builds were actually able to live up to the expectations of the people who made them.
I follow a general rule: better to ask and be told no than not to ask at all.
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2017-11-15, 10:17 AM (ISO 8601)
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Re: Balance. Why do we need it?
The trouble is that 4e reads like a VCR manual, instead of like a fantasy novel glossary.
The homogeneity of presentation makes 4e boring for people who read RPGs but don't actually play them.
In contrast, 3.pf is a wonderland for people who don't play RPGs -- the solo character building min-game is quite extensive.I want you to PEACH me as hard as you can.
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2017-11-15, 10:30 AM (ISO 8601)
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Re: Balance. Why do we need it?
I still think the easiest way is to limit casters to some subsets of magic. Just because wizards should be able to teleport, summon, polymorph, fireball, animate zombies, use divinations, etc. doesn’t mean that a specific character should do all those things. Beguiler, Warmage, DN, Bard, are all better classes than Wizard, because they aren’t trying to do Everything. Most fantasy wizards can only do a small subset of those things.
One way to get there might be to have spell prerequisites. Limit spells known/level, and to learn Polymorph you need x transmutation spells, and PAO requires Polymorph and SF Transmutation, or something similar. So wizard can still do things fighter wouldn’t dream of, but not all the things.
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Re: Balance. Why do we need it?
Last edited by Psyren; 2017-11-15 at 10:33 AM.
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2017-11-15, 10:35 AM (ISO 8601)
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Re: Balance. Why do we need it?
Without balance we'd spend most of our time on the floor.
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Re: Balance. Why do we need it?
We mostly use PoW, Akashic magic, and the PF 6 level casters. I’ve heard good things about SoP, but we’re doing ok with Pathfinder + Dreamscarred Press and lurking in the high 4-low 2 range. T1 spells are still in play, if the Vizier or Mystic wants to make a scroll of them.
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2017-11-15, 10:44 AM (ISO 8601)
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Re: Balance. Why do we need it?
I'm right there with you. And yeah, it's super newbie friendly, as we've had several new gamers cycle through our group who were able to pick it up right away. Our group has used 4e quite a bit.
In fact, after running several campaigns using it, our gaming group eventually stripped 4e down to its base components. We took the published powers as a source of keywords (not keywords in the 4e sense, but in the sense of what they do: extra damage, push, pull, temp hp, teleport x squares and attack, grant an ally a basic attack, -x to enemy attacks, etc.), and worked up a value for each of them. Your daily, encounter, and at will slots have a maximum point value of keywords that can be used, and bam!, you get to dynamically create an attack that suits your needs each time you attack. Leveling up gets you more keywords you can use, and increases the amount of points you can use (at similar breakpoints to the 4e system).
Of course, we've used a variety of systems for our games (including d20, Earthdawn, Iron Heroes, Rolemaster, and recently the new FFG Star Wars system), but 4e was certainly a noticeable contender for top system due to its being easy to use, and easy to hack.
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2017-11-15, 11:10 AM (ISO 8601)
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Re: Balance. Why do we need it?
Errr... that's why it flopped so hard?
4e was such a disaster for wotc that they literally lost the top selling rpg title to pathfinder.
My experience with the game was that literally every character type had the exact same look and feel. The abilities made me feel like I was playing an mmo.
It was an unabashed attempt by wotc to get at the wow crowd and a complete snub of their core fan base... and it cost them my business for life.
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2017-11-15, 11:18 AM (ISO 8601)
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Re: Balance. Why do we need it?
It was a solid design, but killed a lot of sacred D&D cows. I know a handful of people who very much didn't like it, but enjoyed the stripped down version we put together because it didn't have a strong tie to the D&D brand. That's definitely anecdotal, but it does make me wonder how much of the dislike was rooted in edition loyalty. Keep in mind that I'm not interested in starting an edition war, all the above is just my opinion (and for reference, I enjoy 3.5, 4e, and 5e). I'm simply sharing my experience with the system.
As to the "mmo" chestnut, one of 4th edition's core ideas seems to be pretty clearly rooted in late 3.5 design philosophy, but YMMV.Last edited by Deadline; 2017-11-15 at 11:19 AM.
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Re: Balance. Why do we need it?
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2017-11-15, 11:27 AM (ISO 8601)
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Re: Balance. Why do we need it?
Why should GM be doing game designers job?
No, it's not critical. Not as long as you treat it like a game, rather than a performance art.
Also, it's not GM's job to challenge party, but party's - to choose what challenges they wish to tackle.
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2017-11-15, 11:28 AM (ISO 8601)
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Re: Balance. Why do we need it?
Practically every edition war has included the "too video-gamey" accusation, so that's only to be expected.
Spoiler: Aside
Ironically, the edition which had mechanics most closely modeled by MMO / cRPGs was 2e, with its trigger-twitch spell interrupt mechanics being very heavily represented across a variety of games. But nobody cares, because 2e is dead, so there's no reason to accuse it of being video-gamey, since it's not a "threat" to any current games.
The "snub" complaint might be a reference to how WotC made anti-3e ads when 4e began. (IIRC, the ads were poorly received.) Or it might be some other corporate behavior -- it's certainly not a complaint about game design.
Overall, people who hate 4e often seem to do so for reasons which don't require ever actually playing 4e.I want you to PEACH me as hard as you can.
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2017-11-15, 11:31 AM (ISO 8601)
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Re: Balance. Why do we need it?
The argument about not sacrificing balance for variety would ring a little bit more true if 90% of what variety 3E has wasn't concentrated in the hands of spell-casting classes. The others will do the same thing from level 1 to level 20. Usually pretty poorly.
The argument about 4E "killing sacred cows" would likewise have a bit more heft to it if the 4E PHB wasn't chock-full of things that are only there because that's what D&D players expect. Such as a great deal of the wizard spell list or melee rangers' being stuck with dual-wielding. Again. Or the class list, for that matter, which squeezes the old set of classes into the power source/role paradigm. The accusations of "not being D&D" just show how resistant the fanbase is to change of any sort.Last edited by Morty; 2017-11-15 at 11:37 AM.
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2017-11-15, 11:32 AM (ISO 8601)
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Re: Balance. Why do we need it?
GMs ARE game designers. That's what you and many others don't seem to get. D&D is not a complete game without a GM.
It's the GMs job to do both, and if you're only doing the latter, the DMG explicitly tells you to warn your players about this well in advance.Plague Doctor by Crimmy
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Re: Balance. Why do we need it?
I think 5e still has several "sacred cows" intact, and that there are still quite a few people who don't like it. That being said, it keeps spellcasters in the forefront and still greatly rewards system mastery, so it's not surprising that it's more successful. I'm not a huge fan of the flattening out of the system, but it does go a long way to homogenizing the power gap between mundane and magic classes (and I personally like it more than 3.5 because of that).
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2017-11-15, 11:56 AM (ISO 8601)
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Re: Balance. Why do we need it?
Why is game balance important? It isn't. What is important is fun. Does have balance produce fun? Are they synonyms? No. But balance does have certain ways in which it can affect fun.
When you create balance through symmetry, you lose variety, and get 4e D&D, which had a same-y feel, which was not fun for a lot of people, myself included. So, one implementation of balance is good for removing fun from the game.
But, generally, having a good distribution of being able to contribute, and being able to shine, is fun. Some people consider this distribution synonymous with game balance, and they're wrong. Player skill, class capabilities, and build are among the things that factor into one's contribution distribution.
Personally, I enjoy games where I have to work for certain victories, but just get handed others - and which are which is a factor of the character and simulation. Many of my characters have a whole plethora of sights - obtaining knowledge is something that should just be handed to them. Delock is more charismatic than the most charismatic gods - good PR & convincing NPCs should just be handed to him. Armus is statistically weak - actually contributing to combat should be a challenge. Etc.
It would, if I hadn't stolen your spell components while you weren't looking. No amount of "I cast X" will ever beat clever ideas on their own.
Put the burden of staying alive on the PCs / players, and the game becomes easy on the GM one again.
Harder to do with a module than a sandbox, where "for level X" is supposed to mean something. Still, if you put the burden on the player, but the module includes "this was written for level X characters with Y and Z. If this is not the case, here are some suggestions:"
Thanks for that laugh.
Mostly agree. Fighters can be built to be plenty capable of handling modules as written, and cooperation is the key to most things, in life or in the game.
Rifts can really hurt noobs, too, if they go in thinking a scientist was built to survive megadamage combat! Fortunately, I was warned away from such ignorant suicide.
I agree with your general sentiment, but... was there an edition where fireball wasn't capped at 10d6? And, while rare (surprising so, actually...), it was possible to have a 2e Fighter with only 1 HP
Back in y2k, looking at how they moved everyone to the same XP table, and put in defined methods for determining encounter balance (the CR system), I certainly had the expectation that that would be true.
And, while they did a lot to make casters closer to equal to the Fighters, I found that Fighters were still better.
Then my group got better at optimization, and we saw that casters had lots of broken bugs, but, even ignoring those, could actually hold their own for usefulness if everyone was built just right.
Then 3.5 nerfed Fighters into the dust, while continuing to give casters nice things.Last edited by Quertus; 2017-11-15 at 11:59 AM.
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2017-11-15, 12:04 PM (ISO 8601)
- Join Date
- Jul 2016
Re: Balance. Why do we need it?
I was reluctant to go from 2e to 3e. After a while of playing 3e, I found I liked it. I still miss elements of 2e, but I admit 3e was a better overall system. Not so for 4e. Nearly every ability was exactly the same. There was no flavor, no difference and there was no abilities you could use outside of combat.
I have no problem with change, but 4e was bad change in every way. And RA Salvatore forcing the change into his book? Yeah... I haven't read a single dragonlance, forgoten realm etc book since, purchased any other wotc products or otherwise supported them.
And no, 2e was around before video games became a big thing. If it feels video gamey, it's because numerous games tried to emulate IT. However, when 4e came out, WoW was in full swing. It's success had game designers drooling. It doesn't take a genius to put two and two together.
Wotc wanted the WoW crowd, and they made WoW the rpg and called it D&D. That's what has people upset about 4e.
Edit: I gave 4e a chance, I really did. I still have my 4e books in fact. But it was very clear what they did. And I hate it.
As far as balance is concerned, up until 4e it was meant for each character to be able to serve a niche, with a party working together being more capable than the sum of its parts. A group of 4 fighters or 4 wizards should, in theory, have a worse go of going through a dungeon than rogue/wizard/cleric/fighter.
So balancing them against each other should not be needed. This isn't a game designed for pvp, but pvm.Last edited by Calthropstu; 2017-11-15 at 12:13 PM.
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2017-11-15, 12:23 PM (ISO 8601)
- Join Date
- Jan 2013
Re: Balance. Why do we need it?
MWhy bother solving problems and obstacles through roleplaying when the party's wizard has the scroll to fix this situation in his Handy Haversack? In the older versions of the game that you refer to, wizards were far more limited in the spells they had available: limited spells known; fewer spell slots and less opportunity to carry around a library of scrolls of utility spells to solve most problems (why wouldn't a 3e wizard always have scrolls of knock, charm person and so on available to them at all times?). They also needed more XP to level up.
Part of the issue is that 3e explicitly claims that the classes are balanced and implies that such balance is desirable. It also introduces a lot of mechanics for situations that were previously governed roleplaying and clever ideas, and for most situations where there is a chance-based mechanic with a chance of failure (especially at low level) there is also a spell that gives an automatic pass.