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D&D 5E Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)

Halivar

First Post
And I really hope that this discussion will happen more often. D&D can in my eyes not survive when it continues its way of becoming a combat tabletop and devaluing the idea of role playing.
That's what is started as. It didn't exactly die in the crib, either.

I shudder at how many people here show a complete disregard of role playing and see their characters as nothing more than a walking combo or modifier.
You're imagining this, because neither of these ideas has been proffered in this thread. I hate broken, lame builds. I like roleplaying and I am perfectly fine with a session without combat.

EDIT: Heck, if I can run a 1E ToEE session without combat, that should be proof enough, alone.
 

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SteveC

Doing the best imitation of myself
And I really hope that this discussion will happen more often. D&D can in my eyes not survive when it continues its way of becoming a combat tabletop and devaluing the idea of role playing.
I shudder at how many people here show a complete disregard of role playing and see their characters as nothing more than a walking combo or modifier.

Well, D&D sort of is what it is these days. There are lots of other games that do a much better job of the things it seems you're looking for than D&D: I know since I play them! D&D's editions up to and including Next have had combat as one of the central if not the central element from day one. The game started as an offshoot of fantasy minis skirmish rules, after all.

If my previous email makes me sound like some horrible min-maxer who's only out for the max damage, nothing could be further from the truth. I played 3X, and did so with a lot of characters that could be described as sub-optimal (I had a long-standing Bard who I managed to make very effective in all aspects of the game, and the Bard was one of the most maligned character classes around).

The thing is: I get that you don't see a problem with characters not needing to be effective in combat, and I respect that. What we've seen as a result of that is that certain character classes don't get played very much, and if you're okay with that, no problem.

I also get that folks will say "I don't see that those characters are played less," and while I don't understand that (really, fighters in 3X have so many problems I shudder to think of all of them) I respect it. At the same time, that's not what I see of have ever seen, so it becomes difficult if not impossible to have a conversation on this topic, because I literally can't fathom the argument.

That's the trouble: to have a discussion like this you have to have some basic meeting of the minds on a framework discussion, and I can't see that happening. If you haven't seen a problem with CODZilla, for instance, and have played a higher level game of 3X, I, well I don't understand how that can actually be without some heavy house rulings.

The thing 4E fixed was a very real problem for me, and if it wasn't for you I can definitely see how you could have exactly the same reaction in reverse.

I managed to get through half a dozen 4E campaigns without playing a real spellcaster, which for me is saying something: almost all classes in 4E can be effective in combat and other portions of the game as well, so you're free to do the roleplaying without worrying about being useless when the dice come out for an encounter.

The memories I have for 4E are all about the cool roleplaying aspects of the game that my characters did, much as with earlier editions of the game. I ALSO had a lot of fun with lots of challenging combats where I was able to contribute every bit as much as the other characters, despite playing a fighter or a rogue even at high levels. Being effective in combat had literally nothing to do with how I was able to roleplay a character. Does anyone really say "I would be a part of this tense roleplaying scene, but I was so awesome in the last battle that I ... can't?"

So the reason I'm sad about this conversation is because it was something that was a huge problem for earlier editions, but we had (mostly) fixed with the last one. I'm just not nostalgic for arguments about how being less useful in something that takes up at least a third of the time you spend playing the game is or isn't important.
 

And I really hope that this discussion will happen more often. D&D can in my eyes not survive when it continues its way of becoming a combat tabletop and devaluing the idea of role playing.
grow up... I know no other way to say it. This game started as a combat tabletop it evolved into what it is now. I honestly feel it has gotten better you don't. That doesn't give you the right to stop me or anyone else from playing and 'going to play video games' like you said.

I play characters. My characters have concepts. My concept needs to be able to be expressed by the game. Right now it does most times, in the past not so much.

Playing Conan is VERY HARD in 3.5 inless everyone at the table takes the time and effort to make it so. Even then on miss step could ruin it.


I shudder at how many people here show a complete disregard of role playing and see their characters as nothing more than a walking combo or modifier.
yes and most of them don't want balance... those of us that want balance are on your side on this... but you don't see it.

I want to sit down with a brand new player and have them say "I want to play a dashing swordsman, or a swashbuckling rogue" then be able to just pick things out of the PHB and be OK... but no, that isn't what happens you need to know where the traps are, like looking at rogue in the book it looks like the dashing swordman class... but it isn't... just like if you say "I want to be the toughest SOB you want a Cod not a fighter... even though that doesn't make sense."

The problem is those numbers make the truth when the fight starts... so I can play my dashing swordsman right up intill intiative is rolled....
 

Derren

Hero
I honestly feel it has gotten better you don't.

It got better till it started to devolve into a tabletop wargame, both in a design and in an economic sense.

I want to sit down with a brand new player and have them say "I want to play a dashing swordsman, or a swashbuckling rogue" then be able to just pick things out of the PHB and be OK

And that is perfectly possible as long as you want to play a swashbuckling rogue, like a new player would, and not a 3D6+7 19-20x2 "thing" like you want.
 
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The thing 4E fixed was a very real problem for me, and if it wasn't for you I can definitely see how you could have exactly the same reaction in reverse.
thank you that is what I have been trying to say as well..

I managed to get through half a dozen 4E campaigns without playing a real spellcaster, which for me is saying something: almost all classes in 4E can be effective in combat and other portions of the game as well, so you're free to do the roleplaying without worrying about being useless when the dice come out for an encounter.
everyone I know was freed up to play completely different characters for the first time... I even saw a game with no spellcasters at all in it (2 fighters, a warlord, a Ranger, and Rogue)

So the reason I'm sad about this conversation is because it was something that was a huge problem for earlier editions, but we had (mostly) fixed with the last one. I'm just not nostalgic for arguments about how being less useful in something that takes up at least a third of the time you spend playing the game is or isn't important.
I just hope we could fix some of 4e's problems with 5e... maybe something between 2e and 4e to be honest.
 

It got better till it started to devolve into a tabletop wargame, both in a design and in an economic sense.

It started there...day 1 first game in the 70's it was a war game.

stop and read that again... make sure your clear where point A is.

Now each edition has changed and taken strides forward fixing problems (some created whole new ones but no one is perfect) if anything I would say 4e was the first attempt to step back from a war game mind set... and it opened new holes as well...

we will see in 6-8 months what 5e looks like, but I promise you it will be less wargame then anything in the 70's... because it has to
 

Sage Genesis

First Post
And I really hope that this discussion will happen more often. D&D can in my eyes not survive when it continues its way of becoming a combat tabletop and devaluing the idea of role playing.
I shudder at how many people here show a complete disregard of role playing and see their characters as nothing more than a walking combo or modifier.

I think there's a bit of an excluded middle here. This is not a black and white scenario where the only options are playing a role kind of as an improv actor would and a walking character sheet. There is quite a lot of spectrum in between.

More importantly, this is a complex matter that allows for people to desire several aspects at once in a character. It's not zero sum and desiring a level of quality in one facet doesn't come at the expense of another. In other words, desiring mechanical balance doesn't need to detract from roleplaying. I'll even go one step further and show how the opposite can be the case.

For many people, roleplaying in a tabletop context is not solely the acting of a character. It first begins with a concept. Let's say for this example that I want to make a character who's a good investigator, like a Sherlock Holmes kind of guy. Intelligent, perceptive, some level of adequacy at combat but not a master, widely skilled and connected. So you sit down with that idea and start making the character, using whatever kind of rules your system has for that.

(And now a short interlude. There is also a school of thought that holds that playing a role includes rolling random dice first and molding that into a character concept afterwards instead of first concept and then building it. If Derren or others follow that line of thinking then I should point out right away that this is no longer a majority position as most RPGs, included the last few D&D editions, claim otherwise in their books.)

So, you now made your Holmes. You're aware and deducing and can solve all kinds of mysteries. But your buddy sits down and happens to have made a psychic who can see the past, future, auras, memories, and goodness knows what else. Mysteries simply no longer even exist when he's playing.

Now, the minority line of thinking holds that "roleplaying" means playing the role of a detective who found out he's just been made somewhat redundant, his genius outclassed by supernatural forces. How does he respond? Will he re-invent himself to learn other skills the psychic doesn't have? The act of "roleplaying" means finding out what this fellow does next.

However, according to the other line of thinking "roleplaying" is not just saying and thinking as your character, it's also a certain niche protection. What is your role? Well, it's Sherlock Holmes the detective guy. But how can you claim to be a detective guy when all mysteries are gone from the world? The activities you looked forward to doing with your character concept are axed, your role has been cut from the script. This is not a situation of wanting bigger bonuses or fighting better, it's that somebody else has (inadvertently) denied you the ability to roleplay what you came here to roleplay.

I feel it's important that people are aware that there's more than one definition of "roleplaying" within our hobby. (I'd even go so far that there isn't a definition, just a whole lot of consensuses that are often left unexamined.) Anyway, the point is that people wanting niche protection or mechanical support for their concepts are not necessarily min-maxing powergamers. People can want synergy between their roleplaying and their mechanics, and I think it would be swell if they didn't get insulted for it.

Which of these two lines of thinking is best for D&D? Well, D&D is a class-based game. Take a guess.
 
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and that is perfectly possible as long as you want to play a swashbuckling rogue, like a new player would, and not a 3D6+7 19-20x2 "thing" like you want.


Except that isn't what I want I wanthe fluff and mechanic to match... stop pretending I am saying something I am not.

I want to play a fair and balanced game with out traps... others in this thread asked for examples stop pretending I ever said things I did not!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

Mistwell

Crusty Old Meatwad (he/him)
Your problem is that you are fixiated on combat

The topic actually is not combat balance but the theory that only forum warriors, you among them, care about it and that during normal play it is a lot less of an issue.... and then you throw a tantrum ... But I guess in your games that is never an issue, either because you are stuck in a dungeon or because all the disadvantages get ignored as it is "just a combat feature", right?

Only when you, like some people in here, only focus on combat and only see a optimized build as acceptable.

As soon as you play D&D as an RPG instead of a dungeon crawler table top, don't always compare your character to an theoritical perfect build and accept that there might be things your character is not good at system mastery, or the lack of it, is not an issue any more.

But you should finally comprehend that not everything in 3E D&D is a combat character and that this is ok.

1. You always compare the effectiveness of characters to something you found on the CharOp boards which will never actually happen in regular play (and are as far away from role playing as possible)...fighters are actually good at combat when you stop to compare them to some optimized Fighter/Ranger/Cleric/Rouge/Druid/Warblade/SomePRC from the CharOp board.

Too bad that there were no trap options in 3E. Only for hack & slash powergamers who only want combat.
Everyone else
played a role he wanted and was happy with it.

Except that in a role playing game there are no "schticks" you go for. You play a role, a fictitious character with his strengths or weaknesses.

If your only goal is only to play a walking combo or damage dispenser please go play Descent or other board games and let RPGs alone.

I shudder at how many people here show a complete disregard of role playing and see their characters as nothing more than a walking combo or modifier.

Wow. That's a long series of, what I view as "badwrongfun". You seem to be saying there is only one way to enjoy D&D, it's your way, and anyone who disagrees with your views and preferences shouldn't even be playing D&D and should instead go play a board game.

What's your goal here Derren, with personal bashes like that on other people's preferences?
 
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Remathilis

Legend
My sense of what is optimal or not may be off kilter but:

The paladin is definitely optimized for Pathfinder, considering multiple attribute disorder.
The fighter is actively kind of cheese. The good kind, but definitely NOT sub-optimal.

Putting on my char-ops hat for a moment...

dwarf paladin is a mechanical no-no. -2 to your primary caster/ability stat, +2 to a fairly useless stat (wis). He had to sink a 17 into his cha just to get a 15 out of it. A paladin can live with a moderate cha if he upps Str and goes smite/power-attack or he can live with a mod Str if he goes high-cha caster/healer/smiter route, but in reality, he's average at both.

TWF is a fairly weak mix for a fighter. He is going to have to sink all his bumps into dex (which makes heavy armor a bit of a waste) to get Greater TWF, and he's trading reliable damage of a two-handed weapon (greatsword for example) for -2 to hit and double the attacks, plus by not pairing weapons, he doesn't get double duty out of the weapon focus/specialization tree.

Now, don't get me wrong, I LOVE the fact my group is unoptimized. They feel organic and I can challenge them with CR appropriate challenges (well, CR+1 due to party size). Each of them would be laughed out of Society Play, but they work well in a home game.

Viva la average!
 

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