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2019-02-13, 08:03 PM (ISO 8601)
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- Jan 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Then it would seem everyone is talking about the wrong kind of balance.
Is the question really ''can all classes meaningfully contribute to all levels and types of encounters every second of the game time every time all the time?" See, then that is the wrong question.
It only gets worse if the question is ''can someone just 'play the game' and expect the game to be perfectly balanced for no reason."?
I'll admit I don't know what the ''breath" of the game is....
Well, ok, if this ''point'' exists, then simply don't go there.
Sure, though really this should be it's own thread.
Here is a thought about balance:
D&D has always been very much a 'toolbox' game: the rules are tools that let YOU build and make your own game. And even better way to describe it is D&D gives you a blank canvas, brushes and paint: you can create any picture you want. In D&D The Rules are the Canvas, Brushes and Paint: the rules tell you how to 'paint': dip brush in paint and then touch it to blank canvas. The rules, and game, DO not tell you in any way what to paint.
To continue the metaphor: people are painting a picture doing just one thing...and it's not working, and then wonder why the Canvas, Brushes and Paint are not ''balanced". It's like people are:
A)Hanging the canvas on a wall
B)Putting a huge gob of paint at the top
C)Watching in shock as the huge gob of paint slides down the canvas
Then they throw down the brush and say ''well, clearly something is wrong with this paint set!"
Then someone like me comes along and I suggest:
A)Just put the canvas on the floor
B)Use a soft pencil to draw a rough idea of what you want to paint
C)Gently and slowly use only a tiny amount of paint on the tip of the brush to paint.
Then people respond that my suggestion is ''impossible".
This has always been the big draw for D&D
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2019-02-13, 08:09 PM (ISO 8601)
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- Mar 2011
Re: 3.5 is inherently imbalanced, but is that really an issue?
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2019-02-13, 08:26 PM (ISO 8601)
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2019-02-13, 08:26 PM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
Just to be clear, you're saying that the designers are under no obligation to make the game... You know, work how they say it does?
I lack a lot of knowledge of D&D before 3.5. But, to my understanding, it was never marketed as a balanced game. There was no expectation set by the designers that a Wizard 1 is equal to a Fighter 1, or that a Wizard 10 is equal to a Fighter 10. If anything, the exact opposite.
That's not true in 3.5-there's a clear expectation that any given character of level X is worth the same as any other character of level X. Which is plainly not true.
It really sounds like you're treating D&D as something it's not-it's NOT a generic game. It's not meant to be a pick-and-choose toolbox. You're thinking of, on the crunchier side, GURPS. Or on the more narrative side, FAE. You're free to twist and contort D&D into all sorts of weird shapes (hell, I'm gearing up to run a 5E Modern game, which is not at all what was intended) but that doesn't absolve the creators of responsibility to make it work how they say it does.I have a LOT of Homebrew!
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2019-02-13, 08:27 PM (ISO 8601)
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- Jul 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
The Fighter ought to have, at a minimum, all of the skill-based capabilities of the Aristocrat class, and also some sort of 'leadership style' mechanic like the Ranger's combat styles where they get something like the Teamwork feats available in Pathfinder (the Inquisitor class, hilariously, has a mechanic like this) - divided into archetypical warrior types like 'Duelist,' 'Tactician,' and 'Thug.' The fact that you can't build a character like Game of Thrones' Jamie Lannister or Jorah Mormont using purely fighter levels is just embarrassing.
The degree to which high level Wizards are "boring invincible nerd superheroes" and beyond the scope of any source material is pretty massively overstated. The level of optimization where Wizards overshadow mundanes is much lower than the level where they become unkillable TO monstrosities (and, as I have often noted, the fact that abilities like teleport are Wizard-exclusive locks you into some degree of Wizard balance point unless you throw those abilities out wholesale). And while the Wizard is more powerful than a lot of fantasy stories, there are still plenty of fantasy stories he is appropriate in, and (again, as noted) twenty levels is really a lot of levels. You're not spending all of that on the difference between the Mountain and the Hound. A 10/5/5 split between Heroic (purely mundane), Paragon (lower end superheroes), and Epic (full gonzo) is enough to cover pretty much any character in fantasy reasonably well. There's really nothing you're losing from having ten levels of mundane warrior instead of twenty levels of mundane warrior.
Honestly, many of the higher-level abilities, including teleport, should be thrown out. Not wholesale, but they should be rare abilities useable one or two times per campaign, not daily. Or if you're going to have them, you have to have a limited world-building timeframe like Wheel of Time does because the proliferation of such abilities is not compatible with traditional fantasy medieval stasis.
This isn't a D&D problem really, so much as it is a general problem of scale. The much referenced Conan actually serves as a good example. Conan is a wholly mundane character - though he has more abilities than the average fighter for sure - but he regularly encounters extremely powerful wizards who can, and do, had him his head. These beings are on two completely different power scales, and it's difficult to construct a system where they can both interact with the same world as PCs. Many sword & sorcery settings are primarily compatible with having high-powered wizards as NPCs only, and if the PCs need access to abilities like teleport, they have to be provided by an NPC. It's a tricky puzzle.
Yes, specifically the fact that "multiple balance points" is an absolutely terrible way for the game to work. It's not just that having it be non-obvious sucks, it's that the paradigm sucks flat out. Most obviously, it means you are committing to an extraordinarily inefficient ratio of "content printed" to "content anyone uses". Imagine that you launched with a game with three distinct tiers. There are only eleven classes in the core rules, so even assuming a perfectly even distribution of classes, there's going to be a tier where you can't put together a full four-man party. Unless you're skewing towards one tier (making the other problem even worse), there's no tier where you can have more than one party composition. And the actual tier system has six tiers!
And even getting into expansion material -- which, again, you need for everyone to get their own class -- you still have to write everything three times. I don't care that you can make a Wizard-level character that is Barbarian-ish by speccing your Druid appropriately, the fact that we had to write that Druid ACF/ability suite/PrC/whatever means that we didn't get to write one that lets your Druid be a Vermin Master or a Dragonlord or whatever they might aspire to be in a world where the Barbarian class could actually cover the whole system's needs for people who get angry and smash things. Not to mention that we have as many as four other tiers that are notionally supported and all need some version of "angry warrior" that is going to take up even more space and mean that even less concepts actually get covered.
And that's not even discussing questions like "how the hell is CR supposed to work in this system" (hint: it won't) and "what balance point should non-class options be at" and "what happens when someone really likes one of the abilities of a class in a different tier from the rest of the party". Making the game actually balanced is simply the overwhelmingly superior option according to an reasonable analysis.
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2019-02-13, 08:31 PM (ISO 8601)
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- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Maybe this game wasn't meant to be balanced. I can't speak for older and newer editions because I never played it. But I can say this: 3.5 have so many flaws and problems.
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2019-02-13, 09:24 PM (ISO 8601)
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- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
That sounds more like "the Fighter should not exist, and should instead be replaced with a Marshal". Which, sure, but you're still binning the Fighter.
Unkillable TO monstrosities are a world-building problem, because they render the contribution of millions of people irrelevant and produce world-building distortions.
In any case, the notion that very powerful people make other people's stories irrelevant is simply absurd. Consider Shadowrun. In Shadowrun the PCs are somewhere between street thugs and low-tier superhumans and they run around doing jobs that range from "corporate espionage" to "terrorism". And in the background of the setting there are megacorps and nation-states that have political, military, and economic power vastly in excess of what the PCs can hope to wield. And yet no one considers Shadowrun campaigns meaningless.
What's more, having high level mages that do world-shaking things isn't really in conflict with mundane characters, because mundane characters aren't going to be doing world-shaking things since the mundane humans whose capabilities they are constrained to don't do that. Alexander the Great and Genghis Khan were powerful leaders, but they still conquered only portions of Eurasia. What's more, they did so at the head of powerful empires and in command of might armies, and giving PCs access to those tools is going to let them change the setting whether they have magic or not. Putting a player with even rudimentary knowledge of history and human development in charge of an empire is going to change the setting unrecognizably even if their character has no magic.
Malazan, which is explicitly based on D&D, is a world-building disaster of untold proportions that rob its storytelling of any meaning because nonsensical fiat things happen one after another and there is no coherency.
Honestly, many of the higher-level abilities, including teleport, should be thrown out. Not wholesale, but they should be rare abilities useable one or two times per campaign, not daily. Or if you're going to have them, you have to have a limited world-building timeframe like Wheel of Time does because the proliferation of such abilities is not compatible with traditional fantasy medieval stasis.
It's not even the dominant assumption in fantasy any more, really. I don't think that in the past year I've read a single book that was set in a world with enforced medieval stasis and no major magic. Even The First Law, which is a pretty direct LotR riff in many ways has gunpowder showing up and changing the calculus of war and an empire built around supporting the needs of its magic users.
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2019-02-13, 09:46 PM (ISO 8601)
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- Oct 2010
Re: 3.5 is inherently imbalanced, but is that really an issue?
I mean look, in pretty much every high fantasy series of books that exists, the magic users are just better than everyone else. Lord of the Rings, Wheel of Time, Shannara, Mistborn, The Belgariad (might be digging a bit deep with that one), the list goes on and on and people with powerful magic are almost always stronger than people without it. This is just a fact of the genre.
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2019-02-13, 10:10 PM (ISO 8601)
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- May 2006
Re: 3.5 is inherently imbalanced, but is that really an issue?
A couple of things....
1) "You can't do X without Y" is one form of a null hypothesis. They're fundamentally unproveable. They're disprovable, though, by finding a counterexample. The classic null hypothesis is "unicorns don't exist." That hypothesis cannot be proven - there will always be somewhere you haven't looked, and to prove it, you would need to look everywhere (sorry, that should be "everywhere at once", because unicorns could potentially move). However, it's opposite is straightforward to prove: Provide one for examination (alive or dead, doesn't matter). Onus is on the one who's seeing unicorns. A balanced version of 3.5 that neither forces players into wuxia or anime levels (at a minimum), nor removes options from the game? That's a unicorn. Doesn't exist.
2) I'm not saying you can't produce a balanced game. I'm saying I don't believe you can balance 3.5 without doing at least one of two things:
a) Removing options from the game (reducing it's breadth)
b) Boosting the mundanes to a point where I'd call them wuxia or anime.
To prove me wrong, all you need to do is produce such a game. Try. Please. I'd like to be proven wrong. I've seen quite a few attempts, but so far all have fit into one or more of three categories:
1) Failed at providing a balanced game (in which case, the other two don't matter).
2) Reduced the breadth of the game via removing options (usually a rather lot).
3) Boosted the mundanes up to the point of wuxia or anime - at which point, I can't in good conscience call them mundanes anymore.
Pick any 2, and I've probably seen a balance attempt for 3.5 that doesn't reasonably fit either category. I've yet to see a 3.5 fix that doesn't fit any of the three.
So something like "Here's the teir-1 rules for the tier-1 table; here's the tier-2 rules for the tier-2 table; ..." and so on?
You're still removing breadth from the game - you'll never end up with the conversation between the wizard and the fighter.
You missed the "d". It's "breadth" - in this context it means "range": how many different things you can do with it.
Trouble is, you fall short of balance when using the "weaken the casters" approach if you don't go to the point of removing things you can model.
Great! Show me your counterexample.
Mostly, though: Tables find their own balance point, and then the game works. The unbalanced bits of the game mostly only matter for shuffled groups or new players (also not nice meanie people, but you shouldn't play for long with those anyway). Shuffled groups, because then you've got folks accustomed to one balance point mixed in with folks accustomed to another; there will be conflict on balance as a result. New players, because they haven't found the table's balance point yet, and you'll get folks accidentally (usually) overshadowing others. In theory, if the game were balanced, neither scenario would be a problem... but from what I've seen, it wouldn't look much like 3.5 anymore.Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2019-02-13, 10:46 PM (ISO 8601)
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- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Yes, that is why "mundane" is a character concept that limits you to less than 10th level, and high level martial characters (like Thor) get upgrades which give them magic (like Thor).
Who cares? "Mundane" is a low level concept. This complaint is exactly as valid as complaining that eventually Wizards stop being apprentice Wizards.
To prove me wrong, all you need to do is produce such a game.
EDIT: To expand on this slightly, the point you're making isn't about the kind of argument, it's about the framing. Consider that instead of "you can balance the game without reducing it's breadth"/"you can't do that", you could phrase things as "you can re-write any content in 3e at a level compatible with the Warblade"/"you can't do that". The claims aren't fundamentally different, you're just phrasing yours in a way that lets you neglect to provide any argument for it. And, unsurprisingly, refusing to provide an argument for your position leaves people unpersuaded by your position. So what's the counterexample to that hypothesis? Or the related hypothesis "you can move the Warblade to any power level". Or maybe this isn't a scientific experiment and you can just present some arguments like everyone else does.Last edited by Cosi; 2019-02-13 at 10:56 PM.
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2019-02-13, 10:47 PM (ISO 8601)
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- Jan 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
It's a bit of a stretch to say they ''say" the game is a way they say it is.
The whole idea of balance does not come around until 3E. Though before 3E the game was much more clear with the ''it's your game, do what you want".
This would be a false expectation then.
I would not say it's a ''generic" game.
My point is more there are no rules about how to ''play" D&D. There are combat rules, a couple of vague 'world' rules....and that is it. ANYTHING else you do in the game, is beyond the rules.
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2019-02-13, 10:55 PM (ISO 8601)
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2019-02-13, 10:58 PM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
So... You're willing to pay good money-to the tune of hundreds of dollars*, for what 3.5 ended up being-for the majority being "beyond the rules"?
I sure as hell aren't willing to! FAE is free. FATE is free. Cortex+ is, like, $20. GURPS is something like $60 for the main rulebook, I think-and GURPS Lite is free. Shooting the breeze and making up stories with a friend or handful of friends is free.
If I am paying money for a system, I expect it to provide something I can't get for free.
As for one specific point...
This would be a false expectation then.
If I sold a car and said "Yeah, gets 35 MPG, AC and heating work fine, and the radio is brand new," but when you get in it, a full tank gets you less than 100 miles, the AC and heating only work occasionally, and the radio fritzes out constantly, you'd be upset with me, and probably, at a minimum, demand a refund. Because I lied to you. Lying to people is a problem.
Spoiler: AsteriskI am aware that the vast majority of 3.5 is available for free NOW. It wasn't then. And honestly, even if you JUST got the core books, that's still over $100.I have a LOT of Homebrew!
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2019-02-13, 11:09 PM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
The future is bright.
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2019-02-13, 11:19 PM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
I have a LOT of Homebrew!
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2019-02-13, 11:58 PM (ISO 8601)
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- May 2006
Re: 3.5 is inherently imbalanced, but is that really an issue?
A rather lot of the folks who want to play them. You've just as much as admitted your goal is to largely remove them from the game - no Conan that can keep up with Merlin (or rather, he's not Conan anymore in your updated model that allows him to do so). That, right there, is removing an option from the game. You are reducing it's breadth. In making that change, there are now less things it can model.
I've looked at lots of attempts over the years, on these very forums. Sure, you can boost the mundanes to be closer to the wizards... but then they all start looking wuxia or anime. That's not a bad thing, but it's removing the option of playing a high level mundane. Sure, you can weaken the high fantasy casters to bring them down more in line. That's not a bad thing, but basically all attempts at it do it by trimming out options, which reduces the breadth of the game.
No, you just suggested a few routes by which it might be. There's lots of things that seem like they might work, that really, really don't.
Sure I have. Repeatedly, even. At least as far as you've supported your end.
And you're still missing the point I'm trying to make.
I'm not saying you can't boost the fighter. I'm not saying you can't trim down the wizard. Just that when you do that, you cause other effects (Wuxia/Anime "fighters" that aren't mundanes anymore, getting rid of various Wizardly-abilities, and so on), which reduce the game in various ways. You seem to be thinking that I'm trying to say you can't trim a Wizard down to a warlock's level. I'm not. That's not actually hard. You seem to be thinking that I'm trying to say you can't boost a Fighter to a Warblade's level. I'm not. That's not actually hard. You can change individual elements, no problem. Except that the sorts of changes you'll need to make to do balance will cause it to be able to model less. This will become clear once you actually try balancing the game, then turn around and try to model several sets of random things.
But just telling someone a thing seldom convinces that person of a thing. Most folks need to try a thing to learn it.Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2019-02-14, 02:55 AM (ISO 8601)
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- Jan 2018
Re: 3.5 is inherently imbalanced, but is that really an issue?
Can you point to a fully mundane 20th Level character (I allow you to judge by your own standards what you consider mundane), homebrew or otherwise, who can keep up with a 20th Level Wizard, Cleric or Druid? Not even the TO/loop/etc. abuse stuff, just a number of standard feats and gear with mostly baseline level spells. It's not reducing the breadth of the game to have mundanes cease to be mundane at higher levels unless you insist you want to play a 4th level character in a 9th level group and then complain you're underpowered.
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2019-02-14, 03:00 AM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
Even if you stick with the Fighter motif, there are ways to add exploration and negotiation aspects to the fighter class. Sense Motive and Spot are useful in fights and other game aspects. Jumping and Climbing have cross exploration and fighting aspects. etc
But yeah the fighter name is a hold over that is not the greatest.
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2019-02-14, 03:21 AM (ISO 8601)
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- Jan 2018
Re: 3.5 is inherently imbalanced, but is that really an issue?
The Fighter only has seven class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride and Swim. So even for scouting, guarding or negotiating treaties, the Fighter is wholly inadequate. Jumping and Climbing are not just quickly obsoleted by flight, they also scale very poorly.
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2019-02-14, 03:42 AM (ISO 8601)
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- Jul 2017
Re: 3.5 is inherently imbalanced, but is that really an issue?
3.5e is a system that has been out for many years now and I'd daresay that *most* people into 3.5e are well versed enough with the game and all of the various splatbooks that it they are aware of POTENTIAL (not guaranteed, but potential) flaws with the system and they are completely capable of houseruling certain changes to certain classes, such as giving the fighter more class skills, skill points, et al. I see a lot of complaining about RAW not being perfect. So what? Use a little initiative (no pun intended) and just fix these problems at your table. I see a lot of bickering and complaining about hypothetical situations, situations that can be rectified easily.
Furthermore, as others have pointed out already, you can look at basically any fantasy universe in print and quickly and clearly see that the 'caster' types are almost always the most powerful. Why are we trying to make 'mundanes' as powerful as casters at 20th level? I don't understand why some people seem to think that every member of every party needs to be perfectly balanced in relation to each other. In one game you might play a pure fighter that seems overshadowed by a wizard at later levels... in another game you might play a druid, curb stomping things. In other words, I don't see the need for a lot of this complaining. Houserule basic fixes, or don't. Whatever. Either way you know what you're getting into prior to the game starting so what's the big deal?
I don't have experience with nearly as many systems as some of the people on here, but of the systems that I DO know 3.5e is hands down my favorite because there is such a huge array of classes, races, prestige classes, templates, etc. On top of that there's some really good homebrew and third party materials that can be used as well. Why are we complaining about balance when it's such an easy fix?
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2019-02-14, 05:43 AM (ISO 8601)
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- Jan 2018
Re: 3.5 is inherently imbalanced, but is that really an issue?
The reason we want to balance the fighter-types with the casters is not just that mundanes are less powerful than casters, it's that casters are like this to such a degree that the mundanes shouldn't bother even participating to begin with. And even though the Wizard will only truly overshadow the martials at later levels, the Cleric and Druid easily do so from Level 1 and never fall behind them. Question: do you want to play a fantasy hero who'll never be relevant for any task, getting slaughtered if trying to take on the same foes as your allies as well as facing challenges that require powers to overcome you'll never ever be able to get?
Also, if your argument is that it's easy to get houserule fixes, maybe you should advocate for those homebrew modifications you believe improve on the game rather than just straight-up 3.5 - chances are that a given table won't be using those fixes you claim would be easy to get.
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2019-02-14, 05:47 AM (ISO 8601)
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- Jul 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Fun fact, Pathfinder: Kingmaker came out less than a year ago. Several of the pre-generated NPCs introduced for that game - all of whom have significant story components that induce you to use them over randomly generated mercs - have extremely poor class/race/build presentations that render them unable to fight certain enemy types.
If a major video game release can't avoid fall afoul of these flaws, I think you drastically under-estimate their prevalence.SpoilerIn particular, all of the martial characters are completely unable to muster the requisite will save necessary to stop the Wild Hunt from paralyzing them continually during the final dungeon and are completely reliant on other characters casting Freedom of Movement on them in order to function.
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2019-02-14, 06:04 AM (ISO 8601)
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Re: 3.5 is inherently imbalanced, but is that really an issue?
I think D&D absolutely should embrace different power levels, because otherwise there's no real way of managing all the wildly different expectations people have of it. But there's better ways of doing it than wasting wordcount on different classes.
It could encourage starting on higher levels instead of assuming a level 1-20 advancement. It could use ways of slowing down or stopping progression past a certain point, E6 style, if people don't want to cross the line from "low-key fantasy hero" to "superhero" and then "nation-wasting demigod". It could introduce ways to add or remove restrictions to select existing classes. Like, let's say, a hypothetical balanced version of wizard could recharge on short rests rather than long rests if you wanted it to be more powerful. Or something. Seems better to me than releasing an imbalanced set of classes and then filling several books with balanced ones.Last edited by Morty; 2019-02-14 at 06:05 AM.
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2019-02-14, 07:10 AM (ISO 8601)
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- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
This point is really worth emphasizing. Making stuff up is free. Any time you pay for rules, then have to make stuff up to make them work, you're spending money to do something you could do for free. Why you would consider that not a problem is beyond me.
And they can. They just can't play them at 20th level, just as someone who wants to play a Wizard who casts shapechange can't play that character at 1st level. Are you going to tell me that shapechange isn't a part of the game on that basis? Of course not, because everyone everywhere who argues for Fighters does so by invoking double standards about what Fighters are allowed to ask for and what Wizards are allowed to ask for.
There's lots of things that seem like they might work, that really, really don't.
We aren't. We're trying to make martial characters as powerful as casters, because a balanced game is obviously superior to an imbalanced one for all the reasons various people have noted.
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2019-02-14, 07:52 AM (ISO 8601)
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- May 2006
Re: 3.5 is inherently imbalanced, but is that really an issue?
Sure. Sort of: You just need to relax one concept on the part of the caster in question: "Competently played". "Armus" from Quertus' post largely fits the bill.
Tables tend to find their own balance points, after a while. Tier-1 caster has a much higher ceiling than the Fighter does (assuming both refrain from various tricks; if all tricks are on the table, both are scaled ones of Toril who've read Serpent Kingdoms), but they also have a much lower floor, too. A wizard that's happy with spamming Delayed Blast Fireball will often be on par with a decent charger build in battle. If the player with the greater skill is playing a class that's weaker, the table can find a balance point that way. If you make all classes roughly on par with each other, the table doesn't have that option to find it's own balance point (there's other ways to go about it, granted) - and you've removed something very useful from the game.
Turn it around: What would you accept as evidence? If I pointed at a piece of homebrew, analyzed and showed how it does at least one of:
1) Fails to balance classes
2) Removes options from the game
3) Makes the mundanes too wuxia or anime for my tastes
... you'd just say "Bad homebrew, obviously they should have done it differently" or similar. AKA, "Just because that forest doesn't have a unicorn, doesn't mean unicorns don't exist".
Any variation on "You can't do X" (in this case, balance a version of 3.5 without removing something from the game or making high level mundanes very non-mundane) is a null hypothesis. Except in specialized circumstances, they are literally not provable.
I have, in fact, pointed out various bits of evidence for what I've said. Of course, you seem to think I'm arguing something I'm not, so of course I haven't given you evidence for the position you seem to mistakenly think I'm holding....Last edited by Jack_Simth; 2019-02-14 at 07:59 AM.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2019-02-14, 07:55 AM (ISO 8601)
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- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Or, the game could actually be balanced. It's baffling that people who consistently claim that the experience of the game can and should tend towards balance are so adamant that having the game itself just be balanced would somehow cause the apocalypse.
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2019-02-14, 08:01 AM (ISO 8601)
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- May 2006
Re: 3.5 is inherently imbalanced, but is that really an issue?
Last edited by Jack_Simth; 2019-02-14 at 08:02 AM.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2019-02-14, 08:19 AM (ISO 8601)
- Join Date
- Dec 2015
Re: 3.5 is inherently imbalanced, but is that really an issue?
Oh, okay, you still aren't going to present an argument. Can you maybe stop filling up the thread with posts that don't advance the conversation?
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2019-02-14, 08:21 AM (ISO 8601)
- Join Date
- Jan 2018
Re: 3.5 is inherently imbalanced, but is that really an issue?
If Fighters and co. have to become wuxia or anime in order to compete with casters, I'll have them become that. It also imposes the absurd claim that Wizards are somehow not wuxia/anime if they can Ki Blast at Level 1 (Magic Missile), Kaioken at Level 5 (Rage), turn into an Oozaru at Level 7 (Polymorph), become a Super Saiyan at Level 11 (Tenser's Transformation) and pop out Ultra Instinct at Level 17 (Foresight).
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2019-02-14, 08:23 AM (ISO 8601)
- Join Date
- Jul 2017
Re: 3.5 is inherently imbalanced, but is that really an issue?
I don't know about you, but I've had a blast playing many mundane characters. If you don't have fun in a game playing a mundane, that is most likely due to one of two reasons:
1. The DM sucks and doesn't add scenarios in the game in which the mundane character(s) feels useful and has a job to do that they are well suited for.
2. You simply can't handle being overshadowed power-wise.
If you're in a game in which the party is NEVER split up and there's ALWAYS a set amount of adventure and rest time per day (so the casters' batteries are always charged) then yeah you're going to feel overshadowed, but a creative and clever DM is going to pay attention to the power dynamic of the table and introduce gameplay elements tailored for each of the PCs, or they will find ways to minimize the effectiveness of the casters, thereby making the mundanes feel important. Everyone has a role.
As far as homebrew goes, most of the games I've played in over the last few years have some degree of homebrew specifically because we all know of the shortcomings/flaws that 3.5 has. It's not really that hard to talk with the group and DM prior to the start of the campaign and ask for certain amendments + homebrew, especially if the requests are reasonable.