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How much should 5e aim at balance?
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<blockquote data-quote="Neonchameleon" data-source="post: 5984274" data-attributes="member: 87792"><p>And my take is different again. I feel that any time the rules offer you something as a supposedly viable option then it should tell you the truth. I don't agree that Skill (Underwater Basketweaving) should automatically be as valuable as hide. But I do think that a class presented as being the experts on sneaking around and hiding shouldn't be worse at it than a generic wizard who's decided to become a sneak for the day. At least unless the wizard's job description says this. Of course the wizard being able to outfight anything in Ars Magica is fine because that's what the system telsl you is supposed to happen.</p><p> </p><p></p><p></p><p>And like a video game I'd consider it bad design if only three classes turned out to be viable at high difficulties and all three of them because they did the same thing (Vancian Magic - incidently of the six top tier classes, five of them are spell-prep Vancian and the sixth is the Artificer).</p><p> </p><p></p><p></p><p>Or it should tell you what worked, and do it accurately. I have no problems with the 4e fighter saying "You should put your highest score in Str".</p><p> </p><p></p><p> </p><p>This. They need to be indicated accurately. I wouldn't mind if they had a scale marked by each class for power level and difficulty.</p><p> </p><p></p><p> </p><p>You sure about the first claim? Last time I checked the fighter was harder to hit. But the animal companion is worth <em>at least</em> half a fighter. So is a wildshaped druid. And that's without spells.</p><p> </p><p></p><p> </p><p>To be honest, the biggest problem with 4e magic items is the presentation. They aren't any worse than in any previous editions - but you really don't need a table presenting a Robe Of Displacement +1, +2, +3, +4, +5, and +6. Take inherent bonusses and then take the + off the items and things would look a whole lot better.</p><p> </p><p></p><p> </p><p>*blinks*</p><p> </p><p>Your wizards used Fireball? Mine banned Evocation on general principles. And if they wanted a fireball effect, the save-or-suck Stinking Cloud did the job.</p><p> </p><p></p><p> </p><p>*shrug*</p><p> </p><p>Sometimes it is. But only when you are doing it intentionally. You know what's going to happen. When the game deceives you about what's good there is a problem.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5984274, member: 87792"] And my take is different again. I feel that any time the rules offer you something as a supposedly viable option then it should tell you the truth. I don't agree that Skill (Underwater Basketweaving) should automatically be as valuable as hide. But I do think that a class presented as being the experts on sneaking around and hiding shouldn't be worse at it than a generic wizard who's decided to become a sneak for the day. At least unless the wizard's job description says this. Of course the wizard being able to outfight anything in Ars Magica is fine because that's what the system telsl you is supposed to happen. And like a video game I'd consider it bad design if only three classes turned out to be viable at high difficulties and all three of them because they did the same thing (Vancian Magic - incidently of the six top tier classes, five of them are spell-prep Vancian and the sixth is the Artificer). Or it should tell you what worked, and do it accurately. I have no problems with the 4e fighter saying "You should put your highest score in Str". This. They need to be indicated accurately. I wouldn't mind if they had a scale marked by each class for power level and difficulty. You sure about the first claim? Last time I checked the fighter was harder to hit. But the animal companion is worth [I]at least[/I] half a fighter. So is a wildshaped druid. And that's without spells. To be honest, the biggest problem with 4e magic items is the presentation. They aren't any worse than in any previous editions - but you really don't need a table presenting a Robe Of Displacement +1, +2, +3, +4, +5, and +6. Take inherent bonusses and then take the + off the items and things would look a whole lot better. *blinks* Your wizards used Fireball? Mine banned Evocation on general principles. And if they wanted a fireball effect, the save-or-suck Stinking Cloud did the job. *shrug* Sometimes it is. But only when you are doing it intentionally. You know what's going to happen. When the game deceives you about what's good there is a problem. [/QUOTE]
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