EzekielRaiden
Follower of the Way
I've noticed that 5E is designed to be played fast and furious. Players are able to carve through enemies and recover at a must faster pace than previous versions of D&D save for perhaps 4E (excluding 4E because I have very little experience with it). And every class seems to have options that might have been considered overpowered in previous editions. I feel like the game is designed for PCs to be powerful and for fights to end quickly one way or the other, usually in the PCs favor.
I think you'd probably find 4e somewhat eye-opening, if you feel 5e is "overpowered." 5e is very much the svelte, more even-tempered sibling of 3e: it's shed most of the egregiously overpowered parts of 3e, and made up for at least some of the let-downs (e.g. the 5e Fighter is far and away better than the 3e Fighter, though not as much as I'd personally like.)
It is taking some time to adjust to the expectations of this edition. In previous editions I looked for overpowered options and tried to rein them in. In this edition it feels like following this strategy would lead to chasing my tail. I would be wasting my time trying to house rule all the overpowered options in an attempt to balance the game. I'm thinking I would be better off making weak options stronger and more attractive, though that may happen later with additional splat books.
Here's the question I have to ask, before anyone launches into an attempt to fix the alleged profusion of "overpowered" stuff in 5e:
If almost everything is "overpowered," don't you think you need to re-calibrate your power assumptions?
For instance, damage scales up because damage-and-HP is where WotC shoved the scaling growth that they'd siphoned out of hit and defense values. The "cost" of Bounded Accuracy is modifying the amount of damage characters do. Coming into this with 3e or pre-3e perspectives, things are going to seem GONZO because the math expectations have gone through something like 20-30 years of changes.
When you start calling almost everything overpowered, take a deep breath, clear your head, and start checking your intuitions. Your intuition is what is telling you "No that cannot be right," but intuition doesn't hold up well when editions change. You have to go back to the drawing board and confirm your intuitions, correcting them where they no longer hold. Does Fighter damage scale well vs. enemy HP? Does it grow exponentially faster, or does it seem to not keep up? That's the kind of checking you need to do before you leap on something as "overpowered." It might actually slot just fine into the context of the new edition, filling exactly the position it should fill so that people don't fall behind.
Some things I looked at for each class and what makes them appeared overpowered:
1. Fighters: Nova damage. A Great Weapon Fighter or Archer fighter with Great Weapon Mastery and Sharpshooter using Action Surge can do a pretty nutty amount of damage when buffed and using magic items, especially a Battle Master with Superiority Dice. Right now Battle Master is the best fighter archetype offering the most options for boosting damage dealing capabilities. Add in a few barbarian levels to use Reckless and Rage, you're doing crazy damage easily.
Is it actually that "crazy"? Grabbing Barbarian levels pushes off your extra attacks, and may even deny you the 4th attack--so you may be trading a small early boost for a large later drop! Also, see the below stuff.
2. Paladin: [snip]
3. Ranger: [snap]
4. Barbarian: [snop]
So...the three classes that get Fighting Styles are all doing "overpowered" damage in the same field(s)? That seems like they're all on an even keel then, and the only reason they'd be "overpowered" is that monsters weren't designed to keep up with any of them.
Some particulars, though: Remember that all the cool stuff you're talking about the Paladin doing requires spell slots, and you don't really get THAT many of them. A spell spent on a buff is a spell that can't be used for Smiting--so it better be worth the damage lost! Etc. That said, the save-bonus aura is generally considered a little crazy, since save bonuses are so hard to come by and a maxed Charisma is better than or equal to Proficiency with all saves until the highest levels (17+)...and it stacks! So I agree that the Paladin has some big stuff, but the *damage* part of it isn't as incredible as you might think.
Rangers I haven't heard much talk about and haven't really investigated so I can't comment on. Barbarians are all about the high-risk, high-reward melee. They put themselves in danger, to do a lot of damage. Similarly, Rage is powerful, but comes with
Yet by multiclassing, you lose out on high-level spells from both classes. Again, multiclassing often works to give you a boost early on but a penalty later--especially since ABIs are class-level-based rather than character-level-based.5. Warlock/Sorcerer: Eldritch Blast with Hex and Agonizing Blast does a lot of damage per round as a ranged caster. Multiclass with sorcerer and you can do some nutty damage using quicken spell. This one works better as a multiclass.
6. Bard: Overall class. Great buffer. Excellent with skills. Nice ability to affect combat with Cutting Words. Ability to cherry pick great spells from any spell list. Able to heal.
This doesn't sound so much "overpowered" as "finally good." Which is something it inherited from 4e: Bards were great in that edition--not overpowered, just a no-less-good choice than any other Leader--and 5e's designers clued in on some of that.
7. Moon Druid: Ability to cycle hit points and maintain a strong hit point buffer for a lot of the day. Excellent spell list. Very hard to kill class competent in all areas of melee and spell combat with good healing capabilities.
Yeah, the Moon Druid is pretty powerful...at specific levels for Wild Shape, and has to make up for that levelling off by being exploitative (IMO) with summons and other such shenanigans.
8. Wizard: Still the most powerful class in the game with the best spell versatility. Capable of doing a little of everything with spells. The best at damage layering with the ability to summon melee minions, do direct damage, do AoE damage, and the most versatile spell capabilities in the game. The usual all around class wizard player's are accustomed to. It takes a little more mastery and the power gap isn't as wide as it was in previous editions, but the gap is still there. Rather than sitting on top of Mount Everest with everyone else at various tiers down below as it was in previous editions, it's more like being across the hall in an exclusive lounge that the other classes can at least take a look at now and again while being greeted by a bound Elemental Butler.
Something to remember: Wizards are not proficient with Con saves, and Con saves are necessary for maintaining Concentration in combat, even if you're well-defended. Wizards should pretty much always stay far away from melee. And it really is worth remembering that you never get more than 1 spell of levels 6-9 each day. Those lower-level spells are still strong because you really cannot rely on your high-level spells to carry you!
9. Rogue: [snip]
This...doesn't sound overpowered. It sounds like it's fun and capable. Does that make things "overpowered" now?
11. Multiclassing: Multiclassing can provide big benefits for a minimal investment leading to some easily obtainable things like Advantage on Strength-based attack rolls and medium armor and shield proficiency for a spell user.
Mulitclassing comes with costs. You can't multiclass unless you meet stat prerequisites. If you do multiclass, you delay your access to certain major features: only Fighters get a third or fourth attack, and multiclassing more than a couple level dip guarantees you can't get the fourth attack. Further, ABIs/Feats are tied to the level in a particular class, not character level, so you sacrifice stat points unless your MCing carefully balances that.
In general, the opinion (at least right now) is that multiclassing is a weak option unless you have a very specific goal in mind.
12. Cleric: Cleric seems like the most balanced, least abuseable class in the game. Though they are amazing healers as they gain levels. The best in the game.
I find this kinda funny, since Clerics aren't just healers. In fact, they're by far one of the most flexible classes in the game, able to be a pure-caster, a fighter with solid spell support, a healer, a minion-mancer...the Cleric has a lot of good things going for it. (In fact, you could say that other than Smite Evil, the Paladin is an a la carte version of selected Cleric traits--so the Paladin is supposed to be generally well-rounded, while the Cleric focuses on one specific thing or another.) They may not be "abusable," but they're very strong.
The weaknesses:
1. Two-weapon fighting and Dueling are not on par with Archery and Great Weapon Mastery.
Dueling is (ironically) the sword-and-board style, since by RAW it doesn't prevent you from having a shield in the off hand. It's not meant for improving damage really. You're right about TWF though; early on it's strong because it's an extra attack, but it becomes progressively weaker as other extra attacks come in.
2. Rogue damage: [snip]
I haven't heard anyone complain that Rogues fall much behind. Don't forget that Sneak Attack damage can be done at range! Also, if you're worried that "everyone standing in the open swinging at creatures" is a problem, you should probably try to vary the terrain. Terrain strongly influences tactics, tactics strongly influence what's "powerful" or not.
What kind of trends are others seeing? What are you doing about them?
Moon Druid+Monk can get silly because Monk abilities work while you're shapeshifted. The Paladin save aura is probably amazing, though relatively short-range until high level (only 10' radius) so it encourages 'bunching up.' Monks may be a bit Ki starved at certain levels. Clerics are no longer 'zillas, but their damage doesn't fall much behind a Fighter's for a while and especially not for a Cleric of War--so they've got good spells *and* decent damage and armor.
Conversely, Warlocks and Battlemaster Fighters are sensitive to the number of short rests per day; IMO extremely so. If you have a short rest before every encounter, they'll probably start to outshine others. But even the recommended 2 short rests per day seems to leave them a bit shortchanged. That is, the rules say you should have 6-8 encounters per day (and, despite assertions to the contrary, these are never stated or AFAIK even implied to be non-combat encounters, at least not in the Basic docs), so the BM has to make 4 dice last for 2-3 combats, which is a good 6-12 rounds, while the Warlock often has only 2-3 spell slots to spread over that range. Additionally, most BM maneuvers scale very little (if at all) with level, so while they may be powerful early on, they can seem a little lackluster 10 levels later.