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General Tabletop Discussion
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How much should 5e aim at balance?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5983821" data-attributes="member: 710"><p>I want all classes to shine in all of their 3 pillars of the game. That doesn't require them to do exactly the same, but they should have meaningful contribution in every area of the game.</p><p></p><p>I would like to see the idea of "roles" maintained and supported in all areas of play, without necessarily requiring classes to be straitjacketed to them - just certain design features build with a certain distinct role in mind, and selecting them becoming stronger at that role (without gaining for other roles). </p><p></p><p>Part of that balance model is "niche protection". If a Rogue is stealthy, then only other classes that have "stealthy" as their niche should compete. A Wizard, for example, does not have the niche "stealthy" - so he should not be able to outperform stealthy classes. He may be able to augment them (for example, if he has a "support" role), maybe he even can, temporarily get a very limited ability to also be "stealthy" - but the "stealthy niche" character should always be better then him. Yes, that means Invisibliity must be inherently inferior to having a decent Stealth - and if that requires something like "Hide In Plain Sight" as a class feature, that's okay with me, and if it's not with everyone else, then Invisibility is unfortunately no longer on anyone's spell list, except stealthy spellcasting classes. </p><p></p><p>If the Fighter doesn't have the niche "area control", he doesn't need that 10d6 Fireball. But when his role is "melee damage", then his damage better is sufficient that it's not rendered moot by 10d6 Fireballs. If his niche is "melee range control" (aka Defense), then he better have abilities that serve this purpose and help him there and not allow the "area control" to make his shtick superfluous.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5983821, member: 710"] I want all classes to shine in all of their 3 pillars of the game. That doesn't require them to do exactly the same, but they should have meaningful contribution in every area of the game. I would like to see the idea of "roles" maintained and supported in all areas of play, without necessarily requiring classes to be straitjacketed to them - just certain design features build with a certain distinct role in mind, and selecting them becoming stronger at that role (without gaining for other roles). Part of that balance model is "niche protection". If a Rogue is stealthy, then only other classes that have "stealthy" as their niche should compete. A Wizard, for example, does not have the niche "stealthy" - so he should not be able to outperform stealthy classes. He may be able to augment them (for example, if he has a "support" role), maybe he even can, temporarily get a very limited ability to also be "stealthy" - but the "stealthy niche" character should always be better then him. Yes, that means Invisibliity must be inherently inferior to having a decent Stealth - and if that requires something like "Hide In Plain Sight" as a class feature, that's okay with me, and if it's not with everyone else, then Invisibility is unfortunately no longer on anyone's spell list, except stealthy spellcasting classes. If the Fighter doesn't have the niche "area control", he doesn't need that 10d6 Fireball. But when his role is "melee damage", then his damage better is sufficient that it's not rendered moot by 10d6 Fireballs. If his niche is "melee range control" (aka Defense), then he better have abilities that serve this purpose and help him there and not allow the "area control" to make his shtick superfluous. [/QUOTE]
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