Ahnehnois
First Post
I change things for balance reasons all the time. I just don't think about absolute equality of all options as a goal, or the absence of that is a failure.I don't see the unlikeliness of ever attaining "perfect balance" making it any less of a target worth striving for - we may never reach it, but we can look to get closer, rather than further away. The fact that certain classes are "underpowered" or "overpowered" can be recognized, and efforts made to correct that.
Your thinking is a bit too conventional here. Who says a barbarian (or other martial character) doesn't spend any resources on these areas? One of the themes of my houserule environment is trying to reward that kind of choice mechanically. I see barbarians with decent mental ability scores (not encouraged by the core rules) and some noncombat skills (which is encouraged by the core rules) and treat them accordingly.See, here we come to giving bonuses to players who don't want to invest character resources in certain areas. In the source material, I would agree the typical leader is most often a martial character.
Sure. Again, there's a place for everyone. In my world, there are more people that respect combat than those that respect other things, because I'm playing in a pseudo-medieval fantasy world. In modern settings that changes. In certain subsets of the fantasy world, that changes.I could just as easily note that Wizards or Clerics are typically held in awe and viewed as sources of sage advice (or powers to be feared), leading to NPC's being inclined to take their advice very seriously - that is, their skills and accomplishments command a lot of respect. For that matter, nobles often want to be seen as educated, erudite, literate and artful - so they were patrons of the very arts the Bard epitomizes. So shouldn't they also show respect for those achievements and accomplishments.[?]
Okay, guess we're on the same page now. If you want to call a DM who uses a lot of low-AC creatures "biased" in favor of Power Attack, you can. I just think that's a poor choice of words.Well, I would agree, at least in part. I believe he concluded (consciously or otherwise) that he made the wrong choice for your game (including both your and your fellow players' playstyles and attitudes), and later decided to try another path better suited for success in that game. That's no different than selecting Power Attack because your GM uses a lot of Giants with low AC's and high hp's, but choosing Weapon Focus in a different game because that GM uses a lot of high AC low hp undead, or picking Ranger favoured enemies based on the type of monsters the GM likes to use - making character choices to suit the game style.
Each individual roll is unlikely to be all that impactful (then again, the same could be said of each individual attack roll). However, monster identification is rather important in my games, and I allow players to use various skills to identify magic items. I find that Arcana is thus one of the most useful, followed by Nature, Planes, and Religion, and then the others. However, I'm noted for making players pull out the whole rulebook, and I call for almost every skill in some meaningful context pretty regularly.You can have lots of rolls without those rolls being overly meaningful. Does failing those knowledge checks lead to character death, or to combats that gather more xp and loot? With the classes you cite, and your comments on locale, I also wonder whether it is knowledge of nature specifically which is valuable in your games.
Because you enjoy playing halflings? If I were writing a class for a light warrior it would be optimized to be the best light warrior it could. My players do tend to favor the Dex-ier warriors over the brute strength ones. I see a lot more rangers than barbarians, so clearly you're misreading exactly what I encourage. In any case, my players come to me with the concept, and the mechanics are finalized later. If someone wants to play a halfling fighter, it's incumbent on him to come up with a way to make it work. They often do come in with suboptimal concepts, and we make them work.I wonder how much of this is simply dumping abilities your games don't favour to pick up abilities your games do favour. Here again, I don't see how we can compare classes under the rules if you're not using classes under the rules. If, for example, every rewrite I propose that would create a favourable class focused on combat in the style for which a Halfling is best suited for gets rewritten so it would be better for a high STR brute, I'll quickly learn not to play Halfling warriors. Since your game already seems to shy players away from non-warriors (again, which I can attribute to the manner in which revised classes get accepted and rejected), why would I ever play a Halfling at all?
I also think you've misattributed why players stick with warriors. It's not because of how I DM, it's more because they don't like tracking spells and they prefer being tough. I doubt they'd suddenly all play bards given a different game.
For ill, I imagine. They're very logical, and they pick apart inconsistencies in design very easily. My heavy customization environment is as much a product of them constantly asking for things as me pushing that philosophy; I've adapted to them over the years. I don't know why I would ever attempt to run such a game.Customizing each character also allows a far greater scope for bias to be exercised than sticking largely or entirely to the RAW. I'm curious how your players would make out in a game that did stick to the rules, rather than customize each and every aspect of a character. I suspect they would perceive a completely different game (for good or ill).
For example, one player insists on playing weird monstrous characters, and came up with a tauric halfling/blink dog rogue. By the RAW, this is a huge no-no as the blink dog has no LA and has abilities that a PC could run wild with it. Moreover, he wants the ability to act after jumping (like a blink dog) but also wants the ability to carry equipment (unlike a blink dog). Whoa there, tiger. And yet, I allowed it. I set a weight limit, and made the jumping and blinking swift actions, and instituted the PF version of blink (that doesn't make opponents lose their Dex), but fundamentally, I allowed something that the rules would never have allowed.
And it was interesting and worked fine. If I were playing RAW, I would say no, the player would be pissed off, and the game would be more static and less interesting. Even if it were more balanced from the start, it would hardly be worth it.
I'm quite confident that if I had never played D&D, and looked at the class options, I would assess the bard as being completely inept. If anything, my experience biases me in favor of bards, as I've seen how the D&D rules has made the concept somehow work, and I've seen what individual DMs and players can do to work with unconventional ideas.Your assumption is, in itself, a bias.
Personally, I think that a character that is not ideally suited to adventuring but somehow ends up doing it can be quite interesting."Not as well suited for adventuring" seems to me to be second class.