D&D 5E Final playtest packet due in mid September.

...Isn't there, though?

I agree, the example given is two fighters built dissimilarly and delves into DEX-Fighter discussions that might be outside the scope of what we're talking about.

If the two fighters are built similarly, let's say 18 STR, 14 DEX, 10's otherwise, the two should have different but relatively equal capabilities.

The half-orc (using the bonus only design of 4E) ends up 20 STR and 14 DEX. The halfling 18 STR and 16 DEX. Any size penalties of the halfling should be offset by equivalent bonuses IMO (like smaller weapon choice offset by an AC bonus). There is no reason why the halfling need be saddled with downsides that outweigh his bonuses. And the two different approaches remain relatively capable compared to each other.

Trade-offs allow you to decide which approach is better for you. While penalties that outweigh benefits lead to players in-the-know to avoid the inferior choices, while less knowledgable players fall into a trap. System mastery was the biggest problem with 3E for my group and I don't want to see it rear its head again.
 

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Simply because choices are not equal does not mean that they are "traps", not viable, or bad design. As long as characters are as good as they are designed to be at the things they are intended for, it really doesn't matter whether character 1 is as good as character 2.

What they're intended for? So, why don't we just go back to BD&D design. All elves are F/MUs, all dwarves are fighters, each race is a class. That's what I get from this statement.

It's not a competition between players, but when you're THE party fighter and chose an "inferior choice" (your words) you'll notice the difference.

Besides system mastery leading to power gap. It becomes more difficult to challenge the party when the gap grows too large.
 

It's not a competition between players, but when you're THE party fighter and chose an "inferior choice" (your words) you'll notice the difference.
Generally I don't think you do. If you're a fighter and you want to blow a feat on Skill Focus (Profession: Barkeep) to represent your plans for settling down and owning a bar when this is all over, you're still probably a good enough fighter even though you've taken a clearly suboptimal choice. D&D, being class-based and having linear math as it does, makes it very difficult to make a truly useless character; differences between things like "bard" and "barbarian" are shades of gray, not black and white. One is incrementally better than the other, but the other is still good enough to play.

Besides system mastery leading to power gap. It becomes more difficult to challenge the party when the gap grows too large.
C'est la vie.
 

pemerton and I might run two different groups through a game and produce two entirely different narratives and feels, yet neither of us would need to actually houserule any particular mechanical aspect of the game to achieve this. I would think that games like MHRP, FATE Core (especially the Accelerated version), and a few others would fall into this group. So, players of either group, would still be able to "translate" their experiences directly between groups.
I agree with this, and also think it is true of the non-combat side of 4e play (but not the combat side, which has very detailed mechanics).
 

The point of having a rules system in the first place is that you're not leaving it to the players to determine what their characters can be, and are imposing someone else's preconceived notions of what they can be. The entire set of "rules" is exactly that: preconceived expectations.
Two RPGs where this is clearly not true are HeroWars/Quest, and Marvel Heroic RP - both permit the players to determine what their characters can be, and use other devices (DC setting and specificity modifiers in HW/Q, the rate at which plot points are earned by rolling 1s in MHRP) to ensure balance of effectiveness in action resolution.

4e is not identical to those games, but in some of its features - especially its skill system -it is clearly closer to them in design than is (say) 3E D&D. 13th Age, with its background-based skill system, is a version of D&D that is even closer to those other systems.

And as a nod to [MENTION=2525]Mistwell[/MENTION]'s question upthread, I at least am wondering whether the final playtest packet next September will be flexible across these differing approaches to PC build and action resolution.
 

Why? Are NPCs not good adventurers? Are PCs always good adventurers?

To the former, the Adept, Commoner, Warrior, Expert and Aristocrat are designed, to my mind, to be inferior to PC classes, certainly as adventurers and generally in all respects (ie there are typically one or more PC classes which can do anything the NPC class can do, and do it better). To the latter, the vast majority of games focus around adventures, so it would seem incumbent on the game to present classes for the PC's which are suitable for their use as adventurers. While class designed around being a tea shoppe owner and operator who will stay in town and run his tea shoppe could certainly be designed, I suggest its player would get quite bored running his tea shoppe while the other PC's engage in adventuring activities.

I think the whole thread is in service now of this ridiculous straw man at this point. Simply because choices are not equal does not mean that they are "traps", not viable, or bad design. As long as characters are as good as they are designed to be at the things they are intended for, it really doesn't matter whether character 1 is as good as character 2. I was pretty much ninja'd on this:

Again, I do not perceive the Tea Shoppe Owner class as a viable PC class. It may be the very best Tea Shoppe Owner design which can be created, vastly outstripping any and all PC classes at owning and running a Tea Shoppe. This in no way renders it a fun class for the players, in large part because it is pretty much useless in the Adventuring realm.

Being good at melee combat, ranged combat, stealth and sneak attacking or spellcasting are all attributes which can result in an ability to contribute on an adventure. Here there are valid tradeoffs where we can have a variety of character choices and abilities, none of which are traps - clearly suboptimal choices - but choices between a variety of strengths and weaknesses, all with different but valuable abilities to contribute. The Bard should be one such choice. He should not be the equal of that half orc brute in melee combat, but he should have the ability to shine elsewhere, to shine just as bright and just as often.

Exactly. I perceive that the onus is therefore not on whoever wrote the rules to deal with this kind of stuff. The DM is responsible for managing his players' expectations and engaging their characters in whatever way he sees fit. The rules are responsible for being internally consistent and grounded. End of story.

And here, clearly, lies the disagreement. If we add a class which looks just like the Wizard, except that we compress the 20 levels of spell acquisition and slots into 10 levels instead, would this be good game design? Just toss that class into the mix - let's call him the "spellsage". For the following 10 levels, we'll extrapolate out his growing spell slots from the Epic rules. Other than this, he works exactly like a Wizard. We don't have such a class, because it would clearly step on the toes of the other arcane spellcasters.

Neither do we have a Tea Shoppe Owner (or Bartender) class, whose abilities are all geared to owning and operating his Tea Shoppe (or tending his bar), well away from any danger or adventure. Why not? Because such a character would not be competitive with adventurer classes, and would therefore be unbalanced. If the feats, classes, spells and races consisted 1/3 of abilities I as a GM was going to ban for being overpowered, and 1/3 of choices so clearly sub-optimal they will never be used, why am I paying 100% of the purchase price for a book when I will only use 1/3 of it?

The game, to succeed, must also be playable by new gamers who pick it up off the shelf. That means building balance into the game so players do not have the unfortunate experience of their first gaming experience being "Lucky Guy who made the best choice and his comic relief sidekicks", but where all the players have fun playing their respective heroes, with differing abilities and differing time in the spotlight, but all viable in the game.

I agree, the example given is two fighters built dissimilarly and delves into DEX-Fighter discussions that might be outside the scope of what we're talking about.

If the two fighters are built similarly, let's say 18 STR, 14 DEX, 10's otherwise, the two should have different but relatively equal capabilities.

The half-orc (using the bonus only design of 4E) ends up 20 STR and 14 DEX. The halfling 18 STR and 16 DEX. Any size penalties of the halfling should be offset by equivalent bonuses IMO (like smaller weapon choice offset by an AC bonus). There is no reason why the halfling need be saddled with downsides that outweigh his bonuses. And the two different approaches remain relatively capable compared to each other.

Trade-offs allow you to decide which approach is better for you. While penalties that outweigh benefits lead to players in-the-know to avoid the inferior choices, while less knowledgable players fall into a trap. System mastery was the biggest problem with 3E for my group and I don't want to see it rear its head again.

Well said.

Generally I don't think you do. If you're a fighter and you want to blow a feat on Skill Focus (Profession: Barkeep) to represent your plans for settling down and owning a bar when this is all over, you're still probably a good enough fighter even though you've taken a clearly suboptimal choice.
emphasis added

Have you? It seems like tending bar could be an excellent way of making contacts, picking up on rumours, gathering information and otherwise participating in aspects of adventurers that, commonly, players of fighters complain leave their character with nothing to do. Plus, you can generate some extra gold in your down time, which never hurts. Of course, if the GM decides that he will not permit the fighter to make any use of his Profession skill, then the choice will be useless, but it is the GM, not the game system, which has made this a clearly suboptimal choice, largely by assuming the only thing a Fighter should do is lay down damage in combat, and anything which does not contribute directly to the fighter's ability to do so must therefore be suboptimal.

D&D, being class-based and having linear math as it does, makes it very difficult to make a truly useless character; differences between things like "bard" and "barbarian" are shades of gray, not black and white. One is incrementally better than the other, but the other is still good enough to play.

This seems a far cry from the "all bards are silly" approach which started this discussion. I would say that the Barbarian is a superior combatant, but the Bard ought still to be able to contribute in combat. Out of combat, the Bard ought to shine, but the Barbarian should still have the ability to contribute. Of course, then we get the "optimization" theory which suggests the Barbarian (and the Fighter) ought to focus all of his character resources on combat - failure to dump INT and CHA in order to eke out another CON or STR bonus is "suboptimal", and those few remaining skill points should clearly be used to max out physical skills which may see some combat use. Then the player of our tweaked out Combat Brute Barbarian will wail and gnash his teeth whenever a challenge which cannot be solved by chopping it up with an axe presents itself - and he will blame "the game" for making his barbarian "useless out of combat". So he starts pushing for more combat and less "anything which is not combat" and/or the ability to "role play" success with any and all abilities he invested no character resources in, so his -1 Diplomacy Check should be just as able to succeed because the player made a persuasive speech, as the Bard's +16 check, since he didn't make a speech. [I'm good with that provided we also "role play" the Barbarian's shoulder roll coming up to smash into the Orc, and his shrugging off the blast of flaming dragon breath to the face...]

I suggest it is really those who insisted the Barbarian fulfils his role only if he focuses exclusively on increasing his damage capacity, to the exclusion of all else, who have forced the combatant into the role of one trick pony and, by extension, forced less combat-oriented characters to focus even more intensely on their non-combat abilities, as there is no sharing of the chores in those areas. So we get the Bard who is useless in combat, but a social God , and the Barbarian who can barely communicate, much less be in any way persuasive, and only one of the two characters can be useful (and only one of their players enjoy the game) at a time. If we then make the game all about combat, and gloss over any social or other challenges, then we complete the cycle, and it is silly to choose to play a bard, or any character other than a damage-dealing melee machine.

And as a nod to @Mistwell 's question upthread, I at least am wondering whether the final playtest packet next September will be flexible across these differing approaches to PC build and action resolution.

Agreed - I want to see classes which are balanced, able to operate in multiple spheres of influence, albeit with greater and lesser effectiveness, where every character has the ability to contribute in all realms of the adventure, where each character will shine in some areas and take a secondary role in others and where a wide variety of character choices can all be equally viable in game. As I consider it, I think I also want to see some point of diminishing return, such that the one trick pony is the least viable choice of all, encouraging (whether subtly or bluntly) players to select a variety of skills and abilities for their characters, and not build characters whose ability to contribute is restricted to a single narrow field (whether that be "melee combat" or "social interaction" or any of a number of other possibilities).

And, unlike Ahnehnois, I want the game designers to consider balance between character choices to be largely their responsibility. In fact, spell it out in the book that it is intended characters take a wide range of abilities, and that the game not reward unbalanced one-trick-pony characters, but feature a wide variety of challenges such that these characters spend far more time being fish out of water than showing off their narrow field of expertise.

And I want to see meaningful character choices - choices that change the feel and flavour of the character, down to his approach to resolving challenges, where a variety of different approaches can make for equally viable characters. Halfling and Half Orc melee combatants should have a very different feel and style, but be capable of contributing equally in their area of specialty, melee combat, over the course of the adventure.
 

I don't see how that point renders the idea that the bard can be a useful contributor to an adventure senseless?
Know how to speak Goblin and you might save your entire party some vicious wounds because you can intimidate the critters int o running.

<snip>

If an adventure is not just a chronological series of encounters, but a complex goal to be achieved, social skill can be as valuable as strength and hardiness, because there is no script that necessarily puts you in a place of having to fight things.
The bit that I'm not following is the ostensible contrast between "adventure" and "encounter". Speaking to goblins to intimidate or recruit them looks like an encounter to me (much as Gygax and 4e both classify it).

And I don't see the relationship between "encounters" and "script" - the pioneering RPGs for situation-driven play (eg Burning Wheel) are in radical opposition to scripted play, which in fact I mostly assoicate with 90s-style AD&D or White Wolf adventures.

Nor is there any connection that I can see between scripted play and combat encounters. For instance, there are Planescape adventures that are total railroads that depend on railroading the players through social encounters.

Also - would a "complex goal to be achieved" be a quest? Or even a series of overlapping, or conficting, quests? Set by the GM or the players? I haven't seen the quest guidelines for D&Dnext yet, but they could do worse than follow the 4e ones - which emphasise encounters as elements in player-determined complex and possibly conflicting goals to be achieved.

See, that's reasonable, but when you look at an adventure holistically, you can easily see where social expertise comes in handy --
get to know the local merchant, and you can travel in his caravan instead of braving the wilderness.
This I agree isn't about encounters - it's another element of exploration. I don't think this is all, or even primarily, what a bard brings to the game.

"Lore" in 4e is largely related to the things you are fighting.
Or the history of goblinoids. Or the relatioship between spiders, Lolth and fate. Or the nature of stars and their hatred of the mortal world. The Monster Manuals - which are full of lore at indicated DCs - are the main repository of setting information, and have no inherent connection to things being fought.

Social interaction in 4e is resolved via skill challenges, which, again, lack the variety and depth and option found in combat (presumably, again, because this is "less important.")

4e isn't exactly unique in this regard among D&D editions -- it's just on par with the somewhat unsatisfying non-combat resolution that most other editions have held
You're seriously saying that there's no interesting difference between rolling reaction checks in Gygaxian D&D, and the scene-based non-combat resolution of a skill challenge?

It's no skin of my nose that you don't care for that form of resolution, but I'm pretty surprised that you'd deny that it's a significant difference from other editions. Another way of putting it - a GM of Moldvay D&D has basically nothing to learn from the advice for GMing Burning Wheel, HeroWars/Quest, or MHRP, whereas this is spot on for a 4e GM wanting to run a skill challenge (to the extent that Robin Laws cut-and-pasted big chunks from the HeroQuest revised rulebook into the 4e DMG2).
 

N'raac said:
This seems a far cry from the "all bards are silly" approach which started this discussion.
That's your quote, not mine.

And here, clearly, lies the disagreement. If we add a class which looks just like the Wizard, except that we compress the 20 levels of spell acquisition and slots into 10 levels instead, would this be good game design? Just toss that class into the mix - let's call him the "spellsage". For the following 10 levels, we'll extrapolate out his growing spell slots from the Epic rules. Other than this, he works exactly like a Wizard. We don't have such a class, because it would clearly step on the toes of the other arcane spellcasters.
Of course that's a bad idea. It's not internally consistent.

Again, I do not perceive the Tea Shoppe Owner class as a viable PC class.
But you think "traveling minstrel" is. Seems like you're unable to see any shades of gray between "useless" and "viable".

And, unlike Ahnehnois, I want the game designers to consider balance between character choices to be largely their responsibility
Good luck with that.
 

Ahn said:
Of course that's a bad idea. It's not internally consistent.

Well, actually, it is internally consistent. There's nothing there that is inconsistent with itself. However, it's unbalanced as all heck, because it's twice as good as a wizard.

Just saying.

/edit - should look at page count before quoting stuff from a ways back. :D
 
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That's your quote, not mine.

Let’s look at some history…I think we started here

On one hand, I can see where that's coming from. On the other hand, it is clearly a problematic idea. For one thing, all the classes shouldn't be equal. If we're out doing adventuring stuff and one guy plays a minstrel who channels the magic of music (bard) and one guy plays a mighty warlord who fought his way to leadership of the tribe (barbarian), I do not expect them to contribute equally. I'd be pretty insulted as the barbarian player if they did.

So we start with the presumption that it is wholly inappropriate for the Bard to contribute equally. Sure, you can play a Bard, but expect to be a second-class character, not an equal to the mighty Barbarian, but his sidekick, making a contribution here and there, but don’t forget who owns the spotlight.

So we got a pretty simple response.

That just shows your bias against bards. I can easily reverse that situation:

One guy is playing a powerful magician who, by playing his harp can command people to do his every command, can inspire people to fight long after they should have died, can heal someone near death to completely healthy with but a song, and can cause his enemies to stand still while he kills them or even fight each other. Meanwhile another guy is playing someone whose really good at fighting with a sword. I wouldn't expect them to contribute equally. I'd be pretty insulted as the Bard player if they did.

And this is the point where “bards are silly” came in, as:

I don't know that acknowledging their silliness counts as "bias".


If silliness is inherent to the Bard as a class, that seems a pretty clear statement that the entire concept of a Bard Adventurer is silly or, simply restated, “All Bards are silly”. However, the later comment

To be a bias, something has to actually be not true. I'm not saying that bards are uniformly silly, only that the concept does not lend itself to adventuring as well as the concepts behind most of the other classes.

Seemed to redefine your terms, but definitely pulling back from the “bards are silly” stance. That said, I think “the concept does not lend itself to adventuring as well” remains a bias against the Bard class as an equal to other classes.

But you think "traveling minstrel" is. Seems like you're unable to see any shades of gray between "useless" and "viable".


I do not see “occasionally useful” as being a “viable character”. In my games, I want to see each PC being equally capable of taking the spotlight, and resolving important challenges. They will shine in different types of challenges but, over time, they should shine more or less equally. It should not be a special occasion for one player to, through bizarre and unusual circumstance, get a shred of the glory usually reserved for the “better” character choices.

I also don’t see a reason melee combatants, or characters with a full BAB advancement, or any other specific ability, should define them as “the most useful characters” or the “most viable characters”. I can certainly build a game where such combatants rule the roost – conflicts and challenges will always be capable of resolution by combat, spellcasters will never have the opportunity to plan ahead and avoid melee, social interaction will either not be valuable, or we’ll tweak the rules so having a decent CHA and ranks in social skills aren’t a significant determinant of success, and just being a muscular warrior will be enough to impress the locals into doing whatever it is you wish of them.

But if, for some reason, I planned to run such a game, I’d discuss with my players beforehand that the focus of this game will be the Warrior classes, and simply not allow those classes which will not fit this very specific game, rather than leave “trap choices” that will result in characters which are clearly sub-optimal for this game.

I also find the continued use of “travelling minstrel” to betray that ongoing bias. A “travelling minstrel” can easily be a commoner who tosses skill ranks and feats into improving a Perform skill. An Expert could have many Perform Skills maxed out, and dedicate his feats to enhancing them. To say the Bard is merely a “travelling minstrel” is equivalent to classifying the Barbarian as “a bad-tempered dude with an axe”.

If the Bard is not an equally viable character class to the Barbarian, I consider this a weakness in class design. Either the Bard is underpowered (so let’s beef him up) or the Barbarian is overpowered (so let’s downgrade him).

Will the Bard be the equal of the Barbarian in melee combat? No, and he should not be – that is the Barbarian’s specialty. The Bard has other abilities the Barbarian lacks. He’s a capable combatant (BAB in the mid range; a reasonable selection of weapons; armour choices comparable to a Druid), but not a focused warrior type like the Barbarian. But the Barbarian doesn’t have spells, social skills or knowledge skills like the Bard (BTW, you mentioned the Barbarian being just as likely to speak certain languages – sure, for twice as many skill points since Speak Languages is not on his class list).

The Bard has, and should have, a much greater breadth of abilities, instead of the focused melee combat strengths of the Barbarian. I don’t think it makes him a poor adventurer – not as good a soldier, a hired killer or a brutish thug, but “adventurer” connotes a much broader range of challenges, at least in my mind. And I think the game should be designed around this broader range of challenges.
 

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