D&D 5E How much should 5e aim at balance?

pemerton

Legend
I don't think it's possible to punish optimization. It's pretty much a contradiction in terms. If something gets you negative results, then it's clearly not optimal and something else is, and that will be chosen instead.
But it is possible to have mechanics that tend to dissuade specialisaion and encourage diversification in PC build, for example - whereas, in practice, a lot of optimisation in a game like 3E or 4e is based around specialisation.

Or to have mechanics which offer few and constrained places for player choice about build. (RuneQuest and Classic Traveller are examples of this.)

I'm not advocating for those mechanics - especially not for D&D, which historically, and especially since 3E, has taken a different approach - but they do exist.
 

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billd91

Not your screen monkey (he/him)
Choosing Grease over Magic Missile is exploiting the rules? Choosing Color Spray over Burning Hands is exploiting the rules? Really?

Choosing to actually USE the feats that your wizard starts with and crafting scrolls to carry all your utility spells is exploiting the rules? Never mind using the bonus feats that come bundled with your class.

How? How is using basic game elements, where there is absolutely no advice given as to which is a more "appropriate" choice possibly exploiting the rules?

We're not talking about Pun Pun here. That's obviously not a real problem. Nor are we talking about Bag of Rats either. These are taking rules and beating them with the lawyer stick. No. This is looking at the choices that are freely available and having the werewithal to realize that there is a serious, serious power gap between them.

Unless you advocate fighters using sporks, your argument falls apart. Is a fighter in full plate using a two handed sword and power attack exploiting the rules? He's jacked up his damage. He's more effective. And he's even more effective because the cleric has dropped a few buffs his way. Is he exploiting the rules? Of course not.

So, how is taking Rope Trick to give the party a safe place to rest exploiting the rules?

Deliberately being obtuse isn't a very helpful discussion style. Making smart, not-overtly metagame, in character choices isn't the problem. The problem is redlining the system all the time. The problem is deciding that a character is only effective when he's maxed his spellcasting stat and focused on save or sit spells, meanwhile dumping as many other stats as he can get away with because they don't contribute to winning the game (because what does an interesting story matter anyway). Add into that dumping or selling any interesting or unique magic item to get the Big 6 because they contribute all the time.

And yes, it is about recognizing there are differences in power when everything is taken together and exploiting them, pursuing the numbers that bring that power, rather than the alternative of adding texture to your character.

All of that takes a particular psychological approach to RPGs and the rules that they use - that they aren't there just as guidelines to provide a bit of order to the chaos of playing a character. That the rules are there to exploit to enable you to win the game. That's an alien psychology to a lot of people who play, who don't care about having a fighter with a 20 Strength at 1st level, who are willing to invest a skill point per level in Craft: food because they think the idea of being a half-ogre barbarian fry cook is fun, who would rather be a halfling rogue fighting with a small dagger because that's the character they envision and want to play even if they'll be an average of 1 less point of damage per hit compared to a short sword (which they can also use) and a whole lot further behind a medium sized character with the same strength but wielding a long sword, and who can look at the mechanical incentives to playing a certain way and turn their back on them because that's not the style of game they want to play, nor is it necessary to play that way to be successful.

So yes, it is a different psychology. And it's one that doesn't mix well with the psychology that doesn't really care to exploit the rules. But my point in response to Mustrum Ridcully was that you don't have to play 3e like AD&D for it to not break. You can play it like it is, like 3e, without it breaking because there's another component necessary for it to "break" and that's playing with the redlining the rules psychology. 3e won't break because grease is better than magic missile in many circumstances, nor because color spray is better than burning hands in many other circumstances. It won't break because giants are more susceptible to will-save based spells than fortitude-based spells or because their ranged attacks suck compared to their hand to hand attacks.

I think pemerton has a point about point-buy systems tending to be up front with advice (they really do use advice rather than mechanisms) to keep PCs under control and under GM supervision with character generation. 3e, being the D&D edition most responsive to player choices when it comes to build options, could use a bit more of that (and I'm not alone in believing that, hence Monte Cook's "Ivory Tower" article).
 

Magil

First Post
Where I, for one, would like to see the system designed to punish that style of play harshly enough that it would mostly just go away; as it inevitably wrecks the game for the rest of us. In any edition.
My guess is they're trying to appeal to those whose end goal is to play the game rather than break it.

You know, someone who practices character optimization (a CharOper if you will) doesn't sit down and say "well, let's see how I can break the game today!" The aim is to have fun by creating and playing a powerful character. I don't see how this "wrecks the game" for the rest of you? Do you feel inadequate or something?

I do often create my characters with a mindset of "Well I'm going to pick generally what I feel are the best mechanical options for the concept I want to play, and then I'm going to make a 'character' that suits those choices." Why does this ruin the game for other people? I don't understand.

I think it'd be foolish for WotC to intentionally or unintentionally alienate people that play like this. Note that I don't think they're going to, but it sounds like some people want them to?

Sure it is. You just make it laborious enough to do that it's a waste of time.

That's tricky, because what is a "waste of time" for one person is "a worthy challenge" for another. It also seems to me to be pretty much guaranteed to backfire, no matter how you went about it.

If you make character optimization not pay off, however, then you have an impossibly generic system, because your choices don't matter at all. The system would have to be "perfectly balanced."
 

billd91

Not your screen monkey (he/him)
You know, someone who practices character optimization (a CharOper if you will) doesn't sit down and say "well, let's see how I can break the game today!" The aim is to have fun by creating and playing a powerful character. I don't see how this "wrecks the game" for the rest of you? Do you feel inadequate or something?

I don't feel inadequate at all. I feel I can be pretty successful without having to eke out the numbers.

I do often create my characters with a mindset of "Well I'm going to pick generally what I feel are the best mechanical options for the concept I want to play, and then I'm going to make a 'character' that suits those choices." Why does this ruin the game for other people? I don't understand.

And if you're playing at a table where everyone else (including the DM!) is playing the same way, it shouldn't cause too many problems. But what if you're part of a party of 4 and the other 3 aren't playing with the same style? There may be problems. And as the odd man out, you'd be the one most in need of changing your style.

I think it'd be foolish for WotC to intentionally or unintentionally alienate people that play like this. Note that I don't think they're going to, but it sounds like some people want them to?

I'd prefer it if they didn't have to design the game defensively toward that play style - nerfing certain options because they could be otherwise leveraged too much. My impression of 4e's design suggests a lot of defensive design and that alienated (unintentionally, I presume) me. I much prefer that sort of thing to be done on a per table/group basis with the rules offering insight into relatively powerful options.
 

Magil

First Post
And if you're playing at a table where everyone else (including the DM!) is playing the same way, it shouldn't cause too many problems. But what if you're part of a party of 4 and the other 3 aren't playing with the same style? There may be problems. And as the odd man out, you'd be the one most in need of changing your style.

This hypothetical situation seems largely irrelevant to the discussion at hand. We're talking about the design of the system in general, not any specific gaming table.

I'd prefer it if they didn't have to design the game defensively toward that play style - nerfing certain options because they could be otherwise leveraged too much. My impression of 4e's design suggests a lot of defensive design and that alienated (unintentionally, I presume) me. I much prefer that sort of thing to be done on a per table/group basis with the rules offering insight into relatively powerful options.

As I said, I understand if some things slip through the cracks. The system will never be perfect. If we can get something close to 4th edition's level of balance with about as many, I'm likely to be satisfied. I don't think that things such as diversity need to be sacrificed for balance. Just make sure it's done well, that's all I'm asking here. Everyone should have some "interesting choices" to make.

I don't like the idea of pushing the burden of balancing the system onto the DM, though. I feel like DMs already have enough to do. That's one of the reasons I will certainly never DM a game of 3rd edition or, if it remains like its current incarnation, DnD Next, but am happily DMing a game of 4th edition.
 

Lanefan

Victoria Rules
This hypothetical situation seems largely irrelevant to the discussion at hand. We're talking about the design of the system in general, not any specific gaming table.
Same point applies on a larger scale, though - does the game really have to be designed to rein in the one table in 10 that's going to go out of their way to break it?

I don't like the idea of pushing the burden of balancing the system onto the DM, though. I feel like DMs already have enough to do. That's one of the reasons I will certainly never DM a game of 3rd edition or, if it remains like its current incarnation, DnD Next, but am happily DMing a game of 4th edition.
I find this interesting: as a self-admitted optimizer you choose to run the edition that is least suited to optimization. Is this because your players won't rein themselves in?

Lanefan
 

pemerton

Legend
If you make character optimization not pay off, however, then you have an impossibly generic system, because your choices don't matter at all.
I generally agree with your posts around this issue, but not with this particular point. Choices can matter although they have no implication for mechanical effectivenss: they can matter because of the change they make to the shared fiction. A game like HeroWars/Quest relies heavily upon this dimension of meaningfulness. A game like Burning Wheel or 4e relies upon it less, but still relies upon it to an extent: because 4e, for example, assumes that the GM is adapting encounter difficulty to reflect the level and general prowess of the PCs, to some extent optimising has no effect on relative effectiveness. The reward for having a tougher PC is a "story" reward - the fictional stakes are higher (eg you're fighting Orcus) - rather than a mecanical reward - the combats are still just as mecahnically challenging, because the GM has stepped them up.

A player might also get a degree of pleasure from the absolute effectiveness of his/her PC (eg my 20th level PC can solo Orcus!) but if that's the sole or even principal pleasure you're getting from an RPG, my feeling is you're missing out.

There is a contrast here with a game like, say, classic D&D, where improved absolute effectiveness is expected to also produce a degree of improved relative effectiveness. D&Dnext seems to be going back this way, too, with bounded accuracy.

I think this change away from the 4e approach to scaling and setting encounter difficulties may make it easier to break the game via optimisation.

Making smart, not-overtly metagame, in character choices isn't the problem.
But for some 3E players, clearly it is. They make smart, not overtly metagame choices in building clerics (nothing metagame about taking Craft Wands and making WCLW), or druids (nothing metagame about befriending a bear, summoning a bear and turning into a bear), or wizards (nothing metagame about studying and memorising strong spells like Colour Spray or Glitterdust or Evard's Black Tentacles). And the game breaks as a result.

Add into that dumping or selling any interesting or unique magic item to get the Big 6 because they contribute all the time.
Again, that's not obviously metagame. It can be a smart, ingame choice for your PC.

And if you're playing at a table where everyone else (including the DM!) is playing the same way, it shouldn't cause too many problems.
My impression is that many complaints about 3E are that, in fact, when everyone is playing this way it does cause problems, because of imbalances of mechanical effectivenss across the classes.

3e won't break because grease is better than magic missile in many circumstances, nor because color spray is better than burning hands in many other circumstances. It won't break because giants are more susceptible to will-save based spells than fortitude-based spells or because their ranged attacks suck compared to their hand to hand attacks.
Again, as an outsider to 3E play, my experience is that, for some, these mechanical features on their own are sufficient to break the game - in the examples you give, for example, the superiority of Grease or Glitterdust means that wizards dominate over fighters against golems, and against giants - both categories of opponent that historically are meant to favour fighters over wizards.

All of that takes a particular psychological approach to RPGs and the rules that they use

<snip>

That's an alien psychology to a lot of people who play, who don't care about having a fighter with a 20 Strength at 1st level, who are willing to invest a skill point per level in Craft: food because they think the idea of being a half-ogre barbarian fry cook is fun, who would rather be a halfling rogue fighting with a small dagger because that's the character they envision and want to play even if they'll be an average of 1 less point of damage per hit compared to a short sword (which they can also use) and a whole lot further behind a medium sized character with the same strength but wielding a long sword, and who can look at the mechanical incentives to playing a certain way and turn their back on them because that's not the style of game they want to play, nor is it necessary to play that way to be successful.
The person you describe here is clearly metagaming. I'm not saying that as a criticism. But as an observation, it seems undeniable. The person is certainly not playing their PC when they choose to be a dagger-wielding halfling or a half-ogre fry cook. They're making a metagame choice about the persona they want to adopt.

The person who focuses on pushing the mechanics hard is not metagaming to any greater extent. They have a different metagame priority.

I'd prefer it if they didn't have to design the game defensively toward that play style - nerfing certain options because they could be otherwise leveraged too much. My impression of 4e's design suggests a lot of defensive design and that alienated (unintentionally, I presume) me. I much prefer that sort of thing to be done on a per table/group basis with the rules offering insight into relatively powerful options.
I don't think that's a fair diagnosis of 4e. It is not designed defensively towards a "push the mechanics hard" style. It is designed to welcome and support a "push the mechanics hard" style. 4e's design utterly takes for granted that the shared fiction will be shaped by the mutual application of the mechanics by all at the table, without holding back.

It has no aspirations to free-forming as an ideal. That is quite different from (at least some approaches) to classic D&D, 2nd ed AD&D and (also, perhaps) 3E.

I think pemerton has a point about point-buy systems tending to be up front with advice (they really do use advice rather than mechanisms) to keep PCs under control and under GM supervision with character generation. 3e, being the D&D edition most responsive to player choices when it comes to build options, could use a bit more of that
Here are some interesting comments by Ron Edwards on design, and being upfront about it (from here and here).

Character generation text and methods are extremely diverse within each GNS mode, which is one of the reasons I favor group communication during this phase of pre-play. For instance, some Gamist-ish games utilize point-allocation systems, which looks similar to the widespread method in Simulationist-ish games. However, for Gamist purposes, this method is all about strategizing tradeoffs, rather than establishing a fixed internal-cause to "justify" the character. Similarly, Gamist character creation utilizing Fortune methods isn't the same as the few Simulationist randomized methods - in the former, it's a lot like gambling, whereas in the latter, it's about a character maturing through Fortune's vagaries represented by in-game effects like culture, weather, disease, and so forth (e.g. Harnmaster). . .

As far as I can tell, Simulationist game design runs into a lot of potential trouble when it includes secondary hybridization with the other modes of play. Gamist or Narrativist features as supportive elements introduce the thin end of the metagame-agenda wedge. The usual result is to defend against the "creeping Gamism" with rules-bloat, or to encourage negatively-extreme deception or authority in the GM in order to preserve an intended set of plot events, which is to say, railroading. In other words, a baseline Simulationist focus is easily subverted, leading to incoherence. . .

Another common problem is rules-bloat, which usually creeps into Simulationist game text as a form of anti-Gamist defense. I suggest that adding more layers to character creation is a poor idea, as it only introduces more potential points of broken Currency. . .

My recommendation is to know and value the virtues of Simulationist play . . . and to drive toward them with gusto. Don't spin your wheels defending your design against some other form of play.


Powergaming

This technique is all about ramping a system's Currency, Effectiveness, and reward system into an exponential spiral. As a behavior, it can be applied to any system, but most forms of D&D offer an excellent inroad for it . . .

Powergaming doesn't necessarily destroy the enjoyment of play . . However, it's fair to say that Powergaming is only functional if everyone is committed to it, and it carries dangers of leading to Breaking (see below).

To prevent Powergaming, many game designers identify the GM as the ultimate and final rules-interpreter. It's no solution at all, though: (1) there's no way to enforce the enforcement, and (2), even if the group does buy into the "GM is always right" decree, the GM is now empowered to Powergame over everyone else. . .

Breaking the game is defined as rendering others' ability to play ineffective in terms of any metric that happens to be important in that group. Theoretically, any and all games are breakable: one can always sweep the pieces off the board. But I'm talking about doing so in the context of identifying internal inconsistencies or vulnerable points in the design, breaking the game by playing it and rendering the Exploration nonsensical.

Here's the key giveaway in terms of system design: it is Broken (i.e. Breaking consistently works) if repetitive, unchanging behavior garners benefit. The player hits no self-correcting parameters and is never forced to readjust his or her strategy. . .

Breaking the Game isn't quite the same thing as Powergaming, because once a game is Broken, the group rarely continues to play. However, the latter often leads to the former, because Powergaming reveals vulnerable points in game design that are then Broken. Trying to prevent this one-two combination of behavior has led many game designers mistakenly to provide endless patch rules, full of exceptions to cover the exceptions, none of which accomplishes anything except to open up even more points of vulnerability.​

The challenge for D&D design is that it is trying to be all things to all people (or, at least, it wants to avoid a tight design focus). At least to date, D&Dnext seems to be looking to the "GM as arbiter" rather than rules bloat as the "solution". It will be interesting to see how that works out!
 

Bluenose

Adventurer
I'd prefer it if they didn't have to design the game defensively toward that play style - nerfing certain options because they could be otherwise leveraged too much.

You've made it very plain that you create characters (and expect others to create characters) for story reasons. Whether something is powerful or weak does not matter to you. So "nerfing certain options" doesn't seem like something that you would care about.
 

Deliberately being obtuse isn't a very helpful discussion style. Making smart, not-overtly metagame, in character choices isn't the problem. The problem is redlining the system all the time. The problem is deciding that a character is only effective when he's maxed his spellcasting stat and focused on save or sit spells, meanwhile dumping as many other stats as he can get away with because they don't contribute to winning the game (because what does an interesting story matter anyway). Add into that dumping or selling any interesting or unique magic item to get the Big 6 because they contribute all the time.

And here's where we have a deep disagreement about both the power differential of 3.X and what is needed to optimise. To be able to blow most challenges out of the water as a 3.X wizard you need three things:
  1. Not to multiclass out of casting classes/prestige classes
  2. A high (not outstanding) primary stat - say 14 at 1st level and then putting my bonus points into it - more is just gilding the lilly
  3. A decent spell selection.
Points 1 and 2 should both be the default. I don't normally think up the character concept of "a stupid wizard" or "a foolish cleric" and the game should certainly not expect me to. And with Gygaxo-Vancian casters, spell selection is an in character choice - which means that to make a poor spell selection I need to find an in character reason to do so. And with clerics, wizards, or druids (or indeed the rest of Tier 1 like artificers) I have a decent mental stat. So I have no meta-excuse for picking poor spells.

I don't need to redline the system. Being a druid who turns into a bear and bringing a pet bear to the party is enough. As is being a specialist conjurer. All core options.



The issue is not that out of character I want to win the game. It's that in character I want to stay alive and to complete the quest. Trying to survive and complete your in character goals in character is indistinguishable from trying to win out of character. You are quite literally telling me that in order to play a caster in 3.X my character concept needs to be one that doesn't care if he or she succeeds or even if he or she dies. You want to restrict me to concepts that are trying to commit suicide-by-dungeon.

So you are giving me a choice. Don't play a caster with an open spell list, don't roleplay, or play a suicidal character. And given that I find pre Bo9S fighters tedious, monotonous, and repetitive, this isn't acceptable either. And the skill system is annoying so rogues are out. Which lead to me specialising in the Bard. Because this was literally the only core class I could use that wasn't incredibly annoying and didn't mean I needed to roleplay someone who didn't care much whether he or she lived or died. (I could, I suppose, have picked the sorceror instead).

I do not believe that making me play a character who does not value their own life highly if I am to play a spellcaster is a feature.
 

Where I, for one, would like to see the system designed to punish that style of play harshly enough that it would mostly just go away; as it inevitably wrecks the game for the rest of us. In any edition.
My guess is they're trying to appeal to those whose end goal is to play the game rather than break it.

It is impossible to design a system to punish people who set out to understand it. Which is what is at the root of all optimisation. The best you can do is produce a balanced system (as Gygax realised) so that the marginal gains for optimisation are small.

Sure it is. You just make it laborious enough to do that it's a waste of time.

This from the person who never uses a monster straight out of the monster manual? Seriously, all you've done by making it more labourious is set a challenge. Which just makes it more interesting to unpick the system and work out how it works.

Optimisation is a game in its own right - and can be seen as a mix of simulationist and gamist play. The simulationist element of finding out what is there and how it works combined with the gamist element of keeping score. The harder you make it to figure out what is there the more of a challenge it becomes.

As for making it laborious for the people who want to just produce a powerful character, this might have worked before the internet. But the first guides - the first netdecks - will hit within a couple of weeks of launch produced by people who like understanding how things work and the kudos they get for this. And once they are out there anyone with google and an interest can follow them.

Same point applies on a larger scale, though - does the game really have to be designed to rein in the one table in 10 that's going to go out of their way to break it?

If the game is well designed, yes. Gygax did it. 4e did it. 3e set out to reward system mastery.

I find this interesting: as a self-admitted optimizer you choose to run the edition that is least suited to optimization. Is this because your players won't rein themselves in?

As another self-admitted optimiser, one of the reasons I love 4e is that I can't break it. I know most of the tricks in 3.X (and managed to create 20th level characters in 3e with four iterative attacks and 9th spells).

Optimisation for power simply isn't fun in play - but in a game with a hideous power disparity (like 3.X) you need to know what level of optimisation everyone else is using to know where to aim at. If someone's using a netbook you probably need to break out optimisation-for-power in self defence.

On the other hand in a game with minor power disparity and a lot of options (e.g. 4e) allows me to take an interesting character concept and build to it - for instance the princess or hanger on who mostly runs round screaming but the party wouldn't be the same without. (Lazy Warlord or Bard). I get the same creative satisfaction of a job well done when building Martel, my Warlord (who was an extremely reckless party strategic reserve - waiting before throwing himself into the fray with almost reckless abandon, Leonidas style) as I do in building a wizard able to shatter the earth in 3.X.

To not use the tools I have to polish my character in character creation feels like leaving the job half finished, and it's going to irritate me for as long as I play that character. But with a balanced system doing the job properly is going to add depth and colour to the character and is unlikely to crack the game. On the other hand to e.g. intentionally pick a bad spell loadout feels like I'm deliberately lobotomising the character.
 

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