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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Dualazi" data-source="post: 7027760" data-attributes="member: 6855537"><p>Growing up I never minding imbalances in video games either, that didn't mean it was a good idea to ignore it, or that it doesn't diminish my enjoyment in replaying them down the line. That magic user power brokering you mentioned is one of the oldest on most contentious issues in my experience, and users not encountering it really isn't a defense.</p><p></p><p></p><p></p><p>If you wanted healing at all you brought a cleric, save maybe a druid. Niche protection is one way of doing balance yes, but it's not a great one, I think, since there's been a long-standing anecdote of people swapping who plays the cleric because no one wants to be the group nanny.</p><p></p><p></p><p></p><p>None of those are effective counters to wizards at mid-high levels, which is where the imbalance shows since older editions were more balanced around the campaign as a whole rather than each individual level. This is bad design because 1) it means the word 'level' is meaningless. If you have a level 10 fighter and level 10 wizards, you expect their power to be, well, the about the same level. This rapidly is not the case. 2) if you don't play the full campaign range, someone is left out in the cold. A level 1-3 campaign is boring and dangerous for casters, and a level 17-20 campaign has them solving all the problems themselves.</p><p></p><p></p><p></p><p>The interdependence was largely forced and the classes were still imbalanced. Thieves suck in combat in 2e, hard, and you only bring one to problem solve traps, which coincidentally only they can do (baring the already mentioned casters once they have slots to spare.) That makes the rogue necessary, not fun or balanced.</p><p></p><p></p><p></p><p>There's no helpful answer here, the question is so broad it goes both ways. Some people are too finicky about balance being exact, some are too willing to blindly reject power analysis and say the DM can fix it.</p><p></p><p></p><p></p><p>No. Aside from a few outlier feats in general are fine, and the prevailing wisdom is to go with stat bumps until later anyway. Feats also had nothing to do with the old ranger sucking, or with way of the elements Monk sucking presently. Those deficiencies are occurring at the base level of the game.</p><p></p><p></p><p></p><p>I think that's ultimately what most people focused on balance want, all classes to be useful at all levels of play. Some are always going to come out ahead, like early moon druids, but overall sharp power imbalances are unhealthy for the game in my opinion.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7027760, member: 6855537"] Growing up I never minding imbalances in video games either, that didn't mean it was a good idea to ignore it, or that it doesn't diminish my enjoyment in replaying them down the line. That magic user power brokering you mentioned is one of the oldest on most contentious issues in my experience, and users not encountering it really isn't a defense. If you wanted healing at all you brought a cleric, save maybe a druid. Niche protection is one way of doing balance yes, but it's not a great one, I think, since there's been a long-standing anecdote of people swapping who plays the cleric because no one wants to be the group nanny. None of those are effective counters to wizards at mid-high levels, which is where the imbalance shows since older editions were more balanced around the campaign as a whole rather than each individual level. This is bad design because 1) it means the word 'level' is meaningless. If you have a level 10 fighter and level 10 wizards, you expect their power to be, well, the about the same level. This rapidly is not the case. 2) if you don't play the full campaign range, someone is left out in the cold. A level 1-3 campaign is boring and dangerous for casters, and a level 17-20 campaign has them solving all the problems themselves. The interdependence was largely forced and the classes were still imbalanced. Thieves suck in combat in 2e, hard, and you only bring one to problem solve traps, which coincidentally only they can do (baring the already mentioned casters once they have slots to spare.) That makes the rogue necessary, not fun or balanced. There's no helpful answer here, the question is so broad it goes both ways. Some people are too finicky about balance being exact, some are too willing to blindly reject power analysis and say the DM can fix it. No. Aside from a few outlier feats in general are fine, and the prevailing wisdom is to go with stat bumps until later anyway. Feats also had nothing to do with the old ranger sucking, or with way of the elements Monk sucking presently. Those deficiencies are occurring at the base level of the game. I think that's ultimately what most people focused on balance want, all classes to be useful at all levels of play. Some are always going to come out ahead, like early moon druids, but overall sharp power imbalances are unhealthy for the game in my opinion. [/QUOTE]
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