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

/snip

Pretty much anything can be a viable PC class; just not quite as viable as a barbarian.

And, therein lies the issue, I believe. If a class, whatever the class, isn't as viable as another class, then you either need to redesign the class(es) or drop the idea whole cloth. And this applies to anything.

That's what game balance means. That no choice is clearly more viable than any other choice. If one choice is better than another choice, then any rational actor will choose the better choice most of the time. That's why it's a better choice.

Which means that in a class system, you cannot have any classes which are better than other classes. The strongest 3e party is 3 clerics and a druid. That's an incredibly powerful party, far more capable than any other party. Mostly because clerics and druids are very front loaded classes. Now, we don't see this party mostly because it's incredibly cheesy and most groups aren't interested in raw power. But, it doesn't change the fact that there is a class imbalance.

So, sure, you can rely on social contract to correct for imbalance, with the realization that some groups won't auto-correct for any number of reasons and generally have some serious issues with game balance (a group of a bard, sorcerer, monk and fighter is going to have a LOT more trouble in standard adventures than a standard 4 group) or you can try to make sure that the classes are at least in the same ballpark most of the time.
 

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If there's a class that says "Strength is important for this weapon-using class," and a race that gives +2 Strength, and a race that gives 0 Strength and can't use any good weapons, that's not a trap choice. No one is going to accidentally make a halfling fighter and then wonder why it's not as good as a half-orc.

But, that's just as problematic. It leads to cookie cutter characters. No one chooses to make a halfing fighter unless they're deliberately playing to handicap. If a half-orc fighter is flat out better than any other fighter, then there is a strong bias towards playing a half-orc fighter over any other choice. Now, the races, by and large, are balanced by other factors, so, we don't see a glut of any single race of fighters. But, that's the point of game balance. To avoid that.

Give half-orcs, in 3e D&D, a +4 to Strength and watch what happens.
 

This is not the same as a sidekick. A support character pulls their weight by making other characters more powerful.
A support character gets less "spotlight" and is likely considered significantly less powerful on the CO boards.

That Bard adding +2 to everyone's attack and damage rolls can be very valuable regardless of whether he ever swings his own weapon.
I absolutely agree with that, and I built my houseruled bard in part on that idea. But ultimately, it's everyone else that is rolling the attack and damage, while he's not getting the same "spotlight". If the bard is by himself, he's not so hot (though being a jack of all trades is helpful in that case).

How happy was the player playing the Bard? Did he come to the game expecting, even hoping, to be mocked for his choice of character, having deliberately designed a Silly Sidekick? Did he keep playing that Bard, or get rid of it in favour of something he could play without mockery? And how long ago was it that anyone dared bring a Bard into your game?
Well lets see. He expected to be mocked to some extent (really, this guy was a guy who played bards regularly, so there was an ongoing series of jibes). He liked the concept, and he stuck with it. Next campaign, he played a fighter. From my perspective, he seemed to enjoy the latter more, but I don't speak for him.

As to the last point, that was quite a few years ago. It's only for an upcoming campaign that a player again expressed interest in a bard, and I wrote a specific variant bard for him. He specifically wanted to play an attache (i.e. sidekick), and the campaign details I provided suggested that social skills would be particularly useful.

In general, my players have developed the approach that the best character is a living character. They know that I am likely to throw the kitchen sink at them, and subject their characters to a wide variety of unpredictable effects from all kinds of sources. They value hit points, fort saves, and Con, which bards suck at. They value armor, which bards have limited use of. They generally make their characters without a lot of advance knowledge (unlike the exception above). They also don't generally like spellcasters or other special abilities, and would prefer cold hard bonuses to a d20.

Personally, bard is one of the few classes I don't believe I've ever played in any form (though as a DM, I have run some highly competent bard NPCs).

It is a character taking his turn in the spotlight. The fact he held the spotlight for a while, after which it moved on, does not indicate an imbalance. EVERY character should be capable of holding the spotlight for a period of time. It is when one character dominates in that regard - a single character routinely holds the spotlight, with other characters rarely, if ever, shining - or when there is a character who is so beneath the others as to rarely or never enter the spotlight - that one character is always in someone else's shadow - that I would perceive a balance problem.
Some people aren't patient enough to wait for that pendulum to swing. My players and I are, which was more the point I was making.

However, as to the second point, I find that there are a fair number of players who actively dislike the spotlight and would prefer to be in the background. Robin Laws even identifies "wallflower" players or somesuch in his player types. I find that bards, along with the other spellcasting classes, generally serve those players well. I don't think they're being done a disservice. I also find that some people (like my specialist described above) just attach themselves to a particular concept an enjoy the challenge of trying to make it work, even under suboptimal circumstances (another Robin Laws player type).

Ten pages ago [MENTION=17106]Ahnehnois[/MENTION] told us he considered the rules to be a base for his tinkering... and he got beaten for that.
Now he tells us he finds the concept of Bards as adventurer silly, and he's getting beaten again by guys citing the RAW to prove that Bards are a valid concept (or, even more funnily, find -perfectly valid- Appendix N justification for the Bards but conveniently ignore that sidekicks are also a perfectly valid staple of the fantasy genre).
Some people just like arguing.

He legitimately defines his "bias" as his director signature.
That's an interesting way of putting it, but valid, I think. There are a number of character concepts in my games that are better or worse than in the core rules due to various setting constraints and houserules, all of which is part of my directorial vision. I don't think one needs to pull out the b-word for that, but whatever you want to call it, I think that customizing one's game is important.

Perfectly validly simulated by followers, the leadership feat, etc. as being adjuncts to a PC, not PC's themselves.
I don't understand why a PC sidekick is not valid. If we were running LotR, players would be lining up for the sidekick characters. Playing something other than an alpha dog is a perfectly reasonable choice.

I don't see Ahnehnois getting "beat up" - he's expressing his viewpoint and discussing where I, and others, may disagree. I hope he does not see himself as getting "beat up" either.
No worries of that happening.

Interestingly, while you perceive him as having a bias, he has vehemently denied any form of bias, classifying his views on "bards being a silly concept", or "bards being appropriately less viable adventurers" as objective fact, and subjectively appropriate, and not as any bias he may possess.
"Bias" simply has a negative connotation that I think is inappropriate. All opinions are not biases. If my opinion is that half-orc characters are likely to be at a disadvantage in a game that revolves around beauty pageants, that isn't a bias, simply a natural conclusion based on what they are.

I think the important question in these sorts of debates is actually a pretty simple one. What percentage of the gaming populace wants to play a character who is ultimately subordinate to another character/player in a long term campaign? By subordinate I mean set dressing or support to express or further the potency/awesomeness of the (under this paradigm) primary protagonist character/player.
Again, from the RDL examples above, I think that a only a minority of players are aggressively interesting in being the star of the story, and many are interested in being supporting characters, an assertion which I am not alone in.

If classes are equally viable (with respect to their utility as derived from their impact on the resolution of conflicts)
If they were, why bother having classes at all? Why not just have one class, and simply make all characters be minor variants of it? That would be "balanced". The point of classes is to create different archetypes, not just in flavor but in substance. They're different to make the game richer and more dynamic, and to support more diverse character concepts and player types than one homogenous mechanical construct could. And once they're truly distinct, balancing them isn't possible on the same level as if they all used exactly the same mechanics.

Even if one buys your 8:2 figure (which is not my experience, not much else to say there), the two are still a substantial fraction of people, and bards are only a small fraction of characters.

The virtue of creating imbalanced classes (level:level) has always utterly escaped me.
Apparently. Perhaps the vice of trying to create balance among classes that are inherently different things is easier to understand?

Look back at the cleric example. It used to be considered underpowered, so it was "fixed" by making it overpowered. The bard was considered underpowered, so it was "fixed" by making it into a "leader". The fighter was considered underpowered, so it was "fixed" by giving it powers. Attempts to balance apple and orange classes have a) failed to accomplish their goal or b) lost the essence of the class and alienated part of its fan base. Or both.

Or to look at it another way, what do you think of the 13th Age classes? The designers there pretty explicitly stated that they approached class balance in vague terms and that it wasn't the be all end all of design. They seem to have found the virtue in doing things that way.
 

No one chooses to make a halfing fighter unless they're deliberately playing to handicap.

That's patently not true. People often choose to play halflings because they think there's something fun to play about halflings even if they aren't the most optimal fit to be a fighter. Hell, I'm playing a halfling paladin in Pathfinder Society. He may not do the most damage in your average party, but he gets by and he's fun to play. Moreover, I recognize that I'm not going to do the most damage and am satisfied with that.
 

It leads to cookie cutter characters.
That is potentially a problem. Then again, trying to "balance" things has also lead to the same criticism.

No one chooses to make a halfing fighter unless they're deliberately playing to handicap. If a half-orc fighter is flat out better than any other fighter, then there is a strong bias towards playing a half-orc fighter over any other choice. Now, the races, by and large, are balanced by other factors, so, we don't see a glut of any single race of fighters.
This doesn't seem particularly bad. After all, in the TSR versions of the game, it was de rigeur to restrict races to choosing classes that were considered appropriate for them. The new school mentality is that you can try to make anything work, even if it isn't the stereotypical haling rogue or half-orc barbarian, but that some choices will be slightly better than others.

If anything, 3e fails somewhat in making the "by the book" combos as effective as they should be. Elves have wizard as their favored class, but they aren't very good at being wizards (barring some late-stage rules that boost them). PF changed this a bit by explicitly rewarding characters for sticking to their favored class. That seems to create a sense of naturalistic play (i.e. it's easy to understand why half-orcs are often barbarians; because they're good at it), but the difference is small enough that it doesn't seem to have hampered creativity.

Give half-orcs, in 3e D&D, a +4 to Strength and watch what happens.
I didn't exactly do that, but I did allow a player to play an overpowered half-ogre barbarian with a huge Str bonus. He had fun for a while, then dropped into the background. I didn't see people lining up behind him to play super-strong, stupid barbarians.

To be fair, there is a point where it's game breaking and needs to be fixed if you give a strength bonus high enough. But before that, there's a gray area where some choices appear to be better than others, but the others are defensible and at least have some merit. That's pretty much where D&D tries to live.
 

And, therein lies the issue, I believe. If a class, whatever the class, isn't as viable as another class, then you either need to redesign the class(es) or drop the idea whole cloth. And this applies to anything.
I disagree.

That's what game balance means. That no choice is clearly more viable than any other choice. If one choice is better than another choice, then any rational actor will choose the better choice most of the time.
I don't see that. I don't think most players care that much or act according to the implicit goal of creating the most powerful character possible.. I don't think people playing this game fit your definition of "rational actors". And even if you want to define the term game balance that way, it's simply your definition, not a goal that the rest of us (or that WotC) have to aspire to.

I'm perfectly happy with roleplaying games that aren't balanced in that fashion, which to my knowledge is all of them.

So, sure, you can rely on social contract to correct for imbalance
I think the basic social contract is that it's the DM's job to make the game work, either by changing the rules or changing how he employs them to create a satisfying experience for the players.
 

If they were, why bother having classes at all? Why not just have one class, and simply make all characters be minor variants of it? That would be "balanced". The point of classes is to create different archetypes, not just in flavor but in substance. They're different to make the game richer and more dynamic, and to support more diverse character concepts and player types than one homogenous mechanical construct could. And once they're truly distinct, balancing them isn't possible on the same level as if they all used exactly the same mechanics.
There can be classes that are different in capabilities, and hence in archetpye, but nevertheless are comparable in effectiveness, if by that we mean something like "enabling the player of the character to impose his/her will on the shared fiction". This can be true even if we confine the scope of the fiction in question to combat: for instance, I would say it is true of the sorcerer and the fighter/cleric in my 4e game.

And there can be PC build systems in which PCs are "homogenous mechanical constructs" and yet express different archetypes - this is the general tendency taken by "free descriptor" PC build systems like Over the Edge, Maelstrom Storytelling, HeroWars/Quest, Marvel Heroic RP (not fully free descriptor, but close to it), 13th Age (with its backgrounds), etc. 4e's skill system is not free descriptor, but also works very similarly to these systems.

In these cases, the divergence in archetype is expressed not in mechanical resolution system, but in the fiction that each PC generates. For instance, in 4e one PC might engage social skill challenges using Intimidation, another using Diplomacy. If there skill bonuses are the same, then the players of each may have the same chance of getting what they want out of the skill challenge. But this doesn't mean that there is no diversity of character or of outcome. In one case, skill challenge success results in the NPC being scared. In the other case, it results in the NPC being persuaded. These are importantly different outcomes. These narrative difference are the essence of free-descriptor games and that style of play.

This also relates to the idea of a player imposing his/her will upon the fiction via his/her PC. If a player is playing a barbarian, I would expect that "imposition of the will" would involve a fair bit of slaying. If a player is playing a bard, "imposition of the will" is likely to involve different things - persuading and tricking people, for instance. If a game system lets me make a PC that lends itself to pushing the fiction one way rather than another, I want the system to support me in that respect. Conversely, if a game lets me build a bard PC, but then offers me no opportunity for imposing my will upon the fiction via my PC persuading and tricking people - if, in effect, it makes me play my bard like a poor cousin to the barbarian - then it is not really a system I want to play.

Also, I'm with [MENTION=22779]Hussar[/MENTION] (I think) and [MENTION=6696971]Manbearcat[/MENTION]: in a system with levels, a "sidekick" PC, or a "weaker" PC, is simply lower level. Otherwise, what do levels even mean?

I think the basic social contract is that it's the DM's job to make the game work, either by changing the rules or changing how he employs them to create a satisfying experience for the players.
That is a long long way from any sort of RPG experience I'm interested. My job - given that the game works, which the game that I play does - is to frame situations within the fiction that speak to the players through both (i) the fictional position and concerns of their PCs, and (ii) their evinced metagame concerns. The players then engage those situations via their PCs.

If I frame boring situations then I'm doing a bad job. If the situations I frame consistently speak to only some of the players but not all of them, then I'm not doing my job properly. If the action resolution mechanics don't give the players the resources and capabilities that they need to engage and resolve those situations, then we're playing the wrong game.

Odysseus was almost certainly a bard. He had amazing social, sneaky, and fighting skills
Odysseus is cunning, a great fighter, and strong: he has a bow that only he may string. In 4e, at least, he's an archer warlord (INT or WIS secondary, take your pick).
 

A support character gets less "spotlight" and is likely considered significantly less powerful on the CO boards.

Mine don’t seem to get less spotlight time. Perhaps that is because our group acknowledges things like “I would have missed if I didn’t have that extra bonus” or “he missed you by one” linking to “good thing you Evil Eye’d his attack rolls!” Direct damage is not the only way to contribute, by any stretch.

One can also take the spotlight out of combat, assuming non-combat challenges are also presented and resolved by the characters possessing the appropriate skills and abilities. Here again we have an opportunity for bias to show – if my bias is towards combat, combat, combat, then “town” is just a place to rest and reprovision, NPC’s are stick figures and we won’t have challenges that are resolved by social skills or other non-combat abilities (or perhaps they will be resolved by player, not character, abilities). That being the case, such abilities are devalued and players move further to warrior-type characters.

Well lets see. He expected to be mocked to some extent (really, this guy was a guy who played bards regularly, so there was an ongoing series of jibes). He liked the concept, and he stuck with it. Next campaign, he played a fighter. From my perspective, he seemed to enjoy the latter more, but I don't speak for him.

So he seemed to really like Bards, he played one in your game, was roundly mocked for it, and he hasn’t played a Bard since. There’s no message we can take from that, is there?

As to the last point, that was quite a few years ago. It's only for an upcoming campaign that a player again expressed interest in a bard, and I wrote a specific variant bard for him. He specifically wanted to play an attache (i.e. sidekick), and the campaign details I provided suggested that social skills would be particularly useful.

First, I’m curious if he was around to see how the last Bard worked out. Second, only where his skills will specifically be exceptionally useful is the possibility even considered (and even then it must be a custom designed character), and third only someone wanting to play a sidekick would make such a choice. Nope, no bias there!

In general, my players have developed the approach that the best character is a living character. They know that I am likely to throw the kitchen sink at them, and subject their characters to a wide variety of unpredictable effects from all kinds of sources. They value hit points, fort saves, and Con, which bards suck at. They value armor, which bards have limited use of. They generally make their characters without a lot of advance knowledge (unlike the exception above). They also don't generally like spellcasters or other special abilities, and would prefer cold hard bonuses to a d20.

What I take from this, and your previous comments, is that your game leans to challenges best overcome by martial characters in melee combat. That may arise (in part or in whole) from your house rules favouring same, from your game style and selection of opponents favouring such characters, from your adjudication mechanisms favouring such characters, or what have you, but I suggest your bias to a game where such characters enjoy the advantage leads to their bias towards such characters.

That's an interesting way of putting it, but valid, I think. There are a number of character concepts in my games that are better or worse than in the core rules due to various setting constraints and houserules, all of which is part of my directorial vision. I don't think one needs to pull out the b-word for that, but whatever you want to call it, I think that customizing one's game is important.

I see nothing wrong with calling it a bias, but I don’t mean it as a negative. That’s what it is. Your game seems, from this outsider’s perspective, to favour martial/warrior classes. Obviously, you are OK with that, at worst, as you aren’t looking to make any changes. Your players are at least OK with it as well, choosing martial characters. That may reflect shared bias (with players not sharing your bias not sticking around or not joining in the first place), or an acceptance that “In Ahnehnois’ games, I’ll play warrior-types, since other classes are second class characters in his games. I’ll play those characters under a GM whose game doesn’t disincent non-warriors.”

If they were, why bother having classes at all? Why not just have one class, and simply make all characters be minor variants of it?

Yet it sounds like your game is quite similar to that. Your players don’t play spellcasters, they play warriors. If you have a full slate of classes, but the only ones ever played are Barbarians, Fighters, with a smattering of Rangers and Paladins (gotta have at least a d10 HD, full BAB and good Fort saves; don’t really care about spells or special abilities – seems like Fighters and Barbarians will be the main classes), then that’s really just one warrior class with some variants.

In a balanced game, the divine characters, arcane casters, rogues, bards, etc. would be equally viable, and equally common. In a game biased towards combat, not balanced with a diverse array of challenges, not so much. There’s nothing wrong with a group deciding that they want to play a pure dungeon delving hack & slash game, but let’s accept that this is a choice which is biased towards warrior types and away from many other character types.

That's patently not true. People often choose to play halflings because they think there's something fun to play about halflings even if they aren't the most optimal fit to be a fighter. Hell, I'm playing a halfling paladin in Pathfinder Society. He may not do the most damage in your average party, but he gets by and he's fun to play. Moreover, I recognize that I'm not going to do the most damage and am satisfied with that.

But there are advantages as well as drawbacks. There’s more to a good character, at least in my books (and sticking to mechanics) than how much damage he can deliver in a round. The halfling has better AC (higher DEX and small size, plus CHA bonus when smiting evil), his STR penalty to hit is offset by his size bonus, his ranged combat is much better (enhanced by DEX bonus and size) and an extra +1 to hit when Smiting Evil. A CHA bonus enhances many of his Paladin powers (an extra Lay on Hands, better spellcasting). He has spectacular saves (+2 compared to a human Paladin, no slouch himself, from his CHA and racial bonuses).

I suspect that your feat and skill choices work in tandem with these advantages, and are quite different from the approach you would adopt with a larger, stronger Paladin – am I wrong in that?

That is potentially a problem. Then again, trying to "balance" things has also lead to the same criticism.

The only edition I’ve seen that issue raised has been 4e, where it seems like every character has similar abilities with different names. I try to avoid much discussion of 4e specifically, as I have not played 4e and am not overly familiar with that rule set.

This doesn't seem particularly bad. After all, in the TSR versions of the game, it was de rigeur to restrict races to choosing classes that were considered appropriate for them.

Something specifically targeted to change in the move to 3e, and maintained thereafter, so something I suggest the fan base values.

If anything, 3e fails somewhat in making the "by the book" combos as effective as they should be. Elves have wizard as their favored class, but they aren't very good at being wizards (barring some late-stage rules that boost them). PF changed this a bit by explicitly rewarding characters for sticking to their favored class.

While true, the player chooses that favoured class. The Elf could choose Wizard, but he can also select Barbarian or Cleric, or whatever class that Elf will favour. As such, there is no incentive from the base favoured class rules to select a specific race/class combination (some advanced options might bias the choice in wanting a specific racial favoured class option for the specific class).

That seems to create a sense of naturalistic play (i.e. it's easy to understand why half-orcs are often barbarians; because they're good at it), but the difference is small enough that it doesn't seem to have hampered creativity.

Half orcs, half elves and humans are about equally good at being barbarians in Pathfinder. Each gets a +2 bonus to one stat of their choice. They are also about equally good at being Bards, Sorcerers and Wizards, for the same reason. This is often cited as a change to half orcs that surprises a lot of players moving from D&D.

To be fair, there is a point where it's game breaking and needs to be fixed if you give a strength bonus high enough. But before that, there's a gray area where some choices appear to be better than others, but the others are defensible and at least have some merit. That's pretty much where D&D tries to live.


The point at which it is game breaking, IMO, is the point where that bonus is so advantageous that it renders all other choices second-class. The bonuses for halflings, for example, are different, but also allow billd91 to play, in my view, a viable, competent halfling paladin who is not a weakness to his party, but simply brings different strengths than a half orc paladin would.

This also relates to the idea of a player imposing his/her will upon the fiction via his/her PC. If a player is playing a barbarian, I would expect that "imposition of the will" would involve a fair bit of slaying. If a player is playing a bard, "imposition of the will" is likely to involve different things - persuading and tricking people, for instance. If a game system lets me make a PC that lends itself to pushing the fiction one way rather than another, I want the system to support me in that respect. Conversely, if a game lets me build a bard PC, but then offers me no opportunity for imposing my will upon the fiction via my PC persuading and tricking people - if, in effect, it makes me play my bard like a poor cousin to the barbarian - then it is not really a system I want to play.

This can be the game, or the GM. I come back again (ad nauseum, probably) to the GM who strictly applies the rules for combat activity, but bases success or failure in social skills on player speeches and his view of whether the NPC would be persuaded (generally, only if the issue doesn’t have any real impact). For example, the enemy warrior is going to try to conquer the neighboring county. He can be stopped by killing him in combat, but there is no way he can be persuaded to take a different course of action by social skills, or by trickery, or whatever else – either he dies or he invades.

Since only dealing damage will resolve the encounter, the warrior is the best character. If this is the structure of most/all challenges (either they can be stopped, effectively, by brute force, or the only way to stop them is brute force), then the warrior is the best character throughout the campaign. In a game run by a GM with that style, expect players (at least those who know the GM) to gravitate to such characters, and away from squishy spellcasters and tricksters.

Also, I'm with @Hussar (I think) and @Manbearcat : in a system with levels, a "sidekick" PC, or a "weaker" PC, is simply lower level. Otherwise, what do levels even mean?

Agreed.


Odysseus is cunning, a great fighter, and strong: he has a bow that only he may string. In 4e, at least, he's an archer warlord (INT or WIS secondary, take your pick).

As I said, I don’t agree with all the examples I plucked from various sources. Not playing 4e, of course, I’m not looking for a Warlord example. But nothing precludes a Bard having high STR and good archery skills, as well as a skill set that reflects a cunning fellow who resolves conflicts by his wits, not just by war. How many foes did Odysseus defeat in straight up combat, versus wins by cunning and planning (like poking out the Cyclops’ eye while he slept rather than engaging him in single combat)?
 

A thorough answer to the below can be found in @pemerton 's post #327 above referencing free-descriptor games and the fact that uniform class build mechanics do not create for a homogenous experience (at all) within the fiction nor from a mechanical resolution perspective. Further, the diversity of the conflicts that each archetype can best resolve (and through what particular M.O.) is equally unaffected. Thankfully, due to pemerton's full post, I'm not obliged to enter into this same arena again that starts from a premise that I don't remotely accept and have empirically experienced its failings repeatedly.

Again, from the RDL examples above, I think that a only a minority of players are aggressively interesting in being the star of the story, and many are interested in being supporting characters, an assertion which I am not alone in.

There is vast space between "interested in being support characters" and "aggressively interested in being the star of the story." In my experience, most players who sit down at a table and expect to invest 6 + months into play don't expect an incoherent game, awkwardly hitched to their lead horse character, while the other players cheer from the sidelines. They generally expect to play one of the X-Men and to have their protagonism expressed cyclically and synergistically with the other players.

If they were, why bother having classes at all? Why not just have one class, and simply make all characters be minor variants of it? That would be "balanced". The point of classes is to create different archetypes, not just in flavor but in substance. They're different to make the game richer and more dynamic, and to support more diverse character concepts and player types than one homogenous mechanical construct could. And once they're truly distinct, balancing them isn't possible on the same level as if they all used exactly the same mechanics.

You can use a uniform framework (eg AEDU, MHRP's build design, the archetype subclass framework off main-class chasiss in PF, or Wizard builds in prior editions) and achieve a vast array of character profiles, both within the fiction and from a mechanical resolution standpoint (both in what conflict types the characters' are best at tackling and in how, precisely, they tackle them).

Two quick examples:

See this post for a quick breakdown on how an AEDU Fighter is vastly different from an AEDU Wizard and how both are different than the Bard with the legion of means its disposal to deal with social conflict (to both resolve conflicts or outright preempt them).

See this post for some mild introspection into the differences of Deadpool and Wolverine in MHRP. A further, relevant to discussion, breakout of this is that Deadpool and Wolverine share (i) a unified framework for character build and, (ii) an enormous amount of similarity in their power sets (Weapon X Program), in their specialties and in their affiliations. According to the theory then, that homogeneity should enforce a conflict resolution paradigm and a fictional positioning that is indecipherable from one another. Of course, this isn't remotely true. Just because they both share so much in build characteristics does not mean they manifest the same in play, at all. Through the subtleties of their Distinctions, their Milestones and the nuance of their differences within power sets and specialties, the two characters resolve conflicts differently and inhabit a fully disparate fictional positioning; one being similar to Clint Eastwood as the Man With No Name and one being similar to Bugs Bunny.

Poor GM conflict/situation framing, apathetic player engagement and/or lack of fundamental understanding of the toolkit is what keeps the "unified mechanics equal homogeneity hypothesis" still alive and kicking when it should have been dead and buried some time ago.

Supercars have been working off of the unified framework of mid-engine, V-8, rear-wheel or 4-wheel drive for a long time. Jets have been working off the unified framework of swept-wing design for a long time. The vast differences (aesthetically, in metrics, and in what they specialize in) in the varying vehicles are legion.


Or to look at it another way, what do you think of the 13th Age classes? The designers there pretty explicitly stated that they approached class balance in vague terms and that it wasn't the be all end all of design. They seem to have found the virtue in doing things that way.

I think the classes are fun and compelling. I also don't see where they "pretty explicitly stated that they approached class balance in vague terms and it wasn't the be all end all of design." There is a bit in the Customization section about letting a Paladin use the Ranger's Animal Companion in the stead of two of the Paladin's features and lots and lots of blurbs intermixed about various treatments of features. However, none of those by themselves nor together say anything about balance not being "the be all end all of design" nor about class balance in "vague terms." They very explicitly, throughout the class sections, speak about what is, by default, mechanically forbidden at the table; eg, (i) you can't take this build feature if you take that one, (ii) you can't do this forbidden thing with this action. Further, the GM side is outcome-based design as monster math is tight and explicit, subjective (of-level challenge) DCs are tight and explicit, encounter budgeting is tight and explicit. Target numbers are measured and made transparent so the GM can create predictable, math-derived challenges for the players. This doesn't strike me as balance in "vague terms".
 
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As a quick addendum (that I forgot to add in my last post) to the 13th Age portion of my post above, Heinsoo and Tweet specifically address balance all over the place in the book and its stamp is very present in the Wizard section:

- A buyer-beware section of designer notes on Utility Spells advising that they are inherently not balanced.
- Knock is written for Rogue niche-protection (and that is even invoked in the text).
- Past experience is clearly the animating factor in converting Scrying, Flight, and Teleportation into Epic-tier abilities and nerfing them even then.
- Past experience is clearly the animating factor in converting Invisibility to a Champion-tier ability and nerfing its duration and thus utility (and specific designer notes as to why).
 
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