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D&D 5E Why Balance is Bad

I'm A Banana

Potassium-Rich
pemerton said:
This is at least my understanding of the sort of thing the 4e designers had in mind. Everyone is able to contribute, but only because the players play cleverly - which is (for me at least) an important part of the game. And it's hardly as if they all contribute in the same way. (Though if you read that posts you'll see that, in the end, it was the fighter who brought things to a head.)

All I can really say is that the way the book is written and the way I've had SC's play out, I've never seen anyone have to sit one out or rely on untrained skills to contribute (and even when I've seen the occasional untrained roll as a one-off, successes have all been roughly equal). This makes sense to me, given that 4e learned good lessons from some of 3e's problems: things like rogues being unable to do their usual thing in an encounter with golems or undead, for instance. One of 4e's goals seemed to me to be that everyone should be able to have their moment in the sun in each encounter, SC or combat, because these encounters were meant to be the meat of the game (it's an encounter-based game, after all!), and sitting out an encounter would be like turning D&D into a spectator sport for a big chunk of time for someone who didn't have something they could do to shine.

Again, this isn't even necessarily badwrongfun, it's just not what I'm really looking for in my D&D. It's a trade-off.

That's been my world since 2008. But...

Majoru Oakheart said:
Skill challenges are an odd duck. They can be run in so many different ways.

Like I said, they're a bit of a Rorschach blot: people certainly haven't been locked into the DMG advice for SC's.

keterys said:
Every class in 4e can think about the type of challenges they're likely to run into and take skills related to interaction, exploration, and survival such that they are not a hindrance and might be a life saver. So, yeah, they _can_ shine in any encounter, if they put their mind to it.

According to the DMG, the DM should be making it so, regardless of the skill choice, every party member has a chance to shine.

Again, makes some sense: if the thing is going to last an hour, you don't want the Fighter having trouble contributing to it, you want to give him ways he can help, because an hour is a long time to sit with rolling at a -5 penalty in comparison to everyone else.

Again, not really what I'm looking for in D&D: I want it to be OK that Samwise never, ever shines when he's fighting a dragon, because that's not the kind of hero his player wants to be, and sucking at something is often an important part of how we define our roles and our hero-types. I want it to be OK that Throg the barbarian makes more enemies at a tavern than friends, because he's a weird intimidating foreign guy. I want it to be OK that Foppish McPrincely the noble gets heatstroke when everyone else is barely breaking a sweat, because he's a pampered lazy noble.

4e just ain't the best at supporting that. Which brings me to balance: balance, to me, is not that everyone gets a chance to shine in every encounter, but rather that everyone gets a chance to shine maybe once every 15 minutes or so, over the course of an entire game session/adventure. If, in your game, that means they have to contribute to every encounter, you should probably re-examine the required encounter length for your game, if you want me to not whine about it on message boards. ;)
 

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I'd agree, to be honest.

Not that we should overlook its flaws like the Book of Elves (mmm, kits), but at the end of the day 2e never claimed to nearly as much balance as 3e did. It didn't have bite-sized chunks in feats and a level of a class here and there that highlighted abuses in the system with much greater focus, or the ability to customize magic items to nearly the same degree.

I don't want to open up this debate again, as I have had it more than a few times, but yes I think the issue was you had simpler choices and everyone knew what the broken choices were. And though the complete books had a few instances of brokeness, the vast majority of kits just gave you NWPs, and circumstacial bonuses, i didn't see as many of the broken comboes you got with 3E complete books and class dipping. I think kits were also less of an issue simply becaue you layered them onto an existing class. Don't get me wrong, i like 3E, but i have encountered very few people who had fewer balance issues in 3E than in 2E (obviously ignoring material like skills and powers). That said, there were optional rules available in some of the books that could disrupt things. It wasn't a perfect edition. I just neter had the power builds in 2E that i had in 3E (your min-max options were fairly limited).

Also relying on 18/00 strength for a build is not a good strategy in 2E. First you need to roll the 18 and thef you have to get the 00. No an easy thing to achieve. Even dual wielding was pretty prohbitive. You could do it, and after drizzt lots did. But again, that was a known area of the game GMs would often rule against. There were such a small number of these, it was quite easy for a group to manage. I found with 3E the overpowered mechanics or combos surprised you.
 

Majoru Oakheart

Adventurer
OK, we've got quite different preferences on this.

I figure a comp 5 skill challenge should take around an hour or so (maintaining the ratio of around an encounter's worth of XP per hour of play), which - with no more than 14 checks primary checks plus, let's say, 6 secondary, is several minutes per check for at least some of them.
Ahh, yes...that is different.

If skill challenges ran at this speed in LFR adventures, I would not finish in time. Most comp 5 skill challenges were over in less than 15 minutes. Most authors used it as a way to inject an adventure with XP so that you could spend more time on the role playing portions between the combats and skill challenges.
 

pemerton

Legend
All I can really say is that the way the book is written and the way I've had SC's play out, I've never seen anyone have to sit one out or rely on untrained skills to contribute
My players generally don't sit out - the fictional framing doesn't let them - but they will make untrained skill checks if that's where the fiction has landed them.
 

What concerns me is when we've got someone who wants to play a thief reminiscent of older e's whose player has chosen to eschew combat in favor of being an exploration god, but the game doesn't recognize this as a valid trade-off. This might look like all rogues having sneak attack, or all exploration challenges insisting that you include interaction skills so that the foppish noble can do something.

OK. Let's just reality check this.

You want to play "an exploration God" who is about on a par with the 3.X rogue and AD&D Thief?

To be honest, I'm not sure how to do that. The second you've written "rogue", or worse yet "thief" on top of your character sheet in 4e you're in territory that 3.X rogues and AD&D thieves only wish they were in. You've six trained skills in 4e, with two of them being fixed and covering Hide, Move Silently, Open Lock, Disable Device, and Sleight of Hand (which is five of the eight skills in the classic rogue list - and have you checked the success percentages in AD&D?) The other classic Thief skills are "Hear noise" (Perception - which also covers Search and Spot), and Climb Walls (Athletics, which also covers Jump and Swim) - I don't count the stunning 0% chance for most of the time of read language. We can take those skills and we're beyond the abilities of an AD&D thief or a 3.X Rogue - and we have two more skills to go. One should be Acrobatics - in 4e the other physical skill. In 3.X you'd need Escape Artist, Balance, and Tumble (and before you mention tumble's combat use (a) we're going out of combat and (b) with all the shifts on rogue powers it's hard to argue 4e rogues have less in combat mobility. And let's round off with Streetwise - which the 3.X rogue would need Gather Information and Knowledge (Local) for.

That's sixteen skills for a 3.X rogue. Just to match the out of combat skill held by a first level 4e rogue I'm not even trying especially hard with. You were talking about being an exploration god? Off 8+Int skill points? Seriously?

Now. We've already made your supposed exploration gods in the rogues look like the amateurs they are. Let's leave them in the dust.

Instead of rogue, we write "Thief" on our character sheet. Our two first level thief tricks are Acrobat's Trick and Sneak's Trick. Why? Acrobat's Trick gives our rogue a climb speed. They can literally climb anything that can be climbed with a 100% success chance. It's difficult to overstate how much more useful at exploration having no chance of failure when climbing makes them. We also have sneak's trick. Our rogue can hide where no one else can - again that's huge. They can drop out of sight in ways that should be impossible. Unlike the 3.X rogue, it's not just numbers on a d20. They also have the feat Bardic Ritualist - which gives them training in Arcana (let's just cross-reference that to Knowledge (Arcana) and the ability to detect magic). They are also now a ritual caster - for the purpose of argument I'm going to say that's about equivalent to Use Magic Device.

Now let's bump our thief to second level and round them out a bit. At second level our thief gets an extra skill for being a thief (and gets +1 to all their skills). We'll take the Bluff skill here - matching Bluff and Disguise in 3.X. So our second level thief has the equivalent of six ranks in twenty different skills. They also get an extra feat (Let's make it Disciple of Shadow). And a Utility Power - let's make it Quick Fingers. Why Quick Fingers? It allows a thievery check 1/encounter as a minor action without penalty. You know what this is? The mechanical representation of a brush pass - our second level thief can steal someone's wallet without ever breaking step. Walk up to someone using their move action. A minor action to steal. And walk on using their standard action. (The 3.X rogue can supposedly do this - but by taking -20 to their sleight of hand check - something that's going to doom them to failure for a long time to come).

So. Tell me. In what way is the 3.X rogue or the AD&D thief an exploration god when the 4e thief is not? Next to the 4e thief, the 3.X rogue is, as I have just shown, a third rate amateur explorer. Half the skills and no way to go above and beyond in the way a 4e thief can.

As for your claims about combat, and not being able to have a non-combat focus, they are, as normal, false. We're going to look at rogues again, and at tenth level this time.

The 3.X rogue has 5d6 worth of sneak attack. Now, to me, that's enough to establish they have a significant combat focus - especially when the 4e thief only has 2d6. So, I think we can quash that argument as invalid unless you want to play an expert rather than a rogue.

So what of the other claim? The one that you can't have a rogue that's not combat focussed in 4e as well as one who is? We're again going to take two tenth level thieves, six feats each.

Our combat-thief has the following feats: Light Blade Expertise, Nimble Blade, Backstabber, Weapon proficiency: Rapier, Scoundrel Training, Improved Defences. They also have Tactical Trick, Ambush Trick, and Thug's Trick. They also have the utility powers Sneak In The Attack, Swift Parry, and Enter the Crucible.

Our non-combat thief has: Bardic Ritualist, Bard of All Trades, Skill Focus: Thievery, Disciple of Shadow, Skill Power, and Skill Training: Nature (which also helps with rituals, of course). They have the tricks Sneak's Trick, Acrobat's Trick, and Escape Artist's Trick. And the utility powers Nimble Fingers, Chameleon, Experienced Arcana, and Persistent Tail.

So. What's the difference between the two thieves?

In melee the combat thief gets +2 to hit (+1 from nimble blade, +1 from Light Blade Expertise), and rather than dex + 3d6 + 2 damage does dex + 3d8 + 3 with combat advantage - a not insignificant boost (especially as between Tactical Trick and Ambush Trick, getting combat advantage is going to be trivial). They also have the ability to add 2d8 damage to someone else, to cancel a hit on themselves, and to give themselves DR 10 occasionally. Oh, and they get a free attack on someone who moves within three squares of them each fight - for an entire extra attack (from Scoundrel Training). I'd call this a big combat difference - in the opening two rounds our combat thief is going to be laying down at least half as much damage again (3 attacks vs 2) and probably twice as much (+2 to hit, about 25% more damage per hit with all modifiers included, with a further sneak attack given to someone - and an easier time getting Sneak Attacks). And Enter the Crucible allows them to tank.

Our out of combat thief is a ritualist who can cast two free rituals per day, and one at half price. They can make a brush pass to pick pockets. They have a wider range of trained skills - and +3 to the roll for all skills they aren't trained in. They can see in the dark. They can keep hiding even while someone is looking straight at them.

How you can claim that they are both equally good at combat, or equally useful outside combat is beyond me. We have the non-combat god that the rogue promised and never delivered in previous editions and a competent but second rate combatant.

But given the number of times you've made claims about why you don't like 4e and I've shown those claims to be simply, factually wrong and 4e to actually work the way you want it to, please stop. From all your criticisms I've learned one thing. With the single exception of AEDU 4e almost invariably does precisely what you want it to - and does it better than previous editions. On the other hand, as we've found out in previous threads, you haven't learned to play 4e as it's written. You've learned to play 4e as it's interpreted locally - a vastly inferior game. Please stop and go back to the drawing board. Read the books, trying to forget everything you think you know. When you think you can't do something in 4e stop assuming that that means you can't do it. Instead assume that the designers of 4e weren't stupid, but didn't always explain themselves clearly - and what you've learned since is often misleading.

And rather than simply claiming that something can't be done instead try to work out how to do it. If you can't work out how to do it, don't assume that it's impossible. Instead assume that it's just not well documented and ask people.

And to continue after that aside:

I'd like the ability to look at that and say "You can make an untrained CHA check like anyone else, Druid, and even if you make it, it's not going to be the equal of the noble's Graceful Foppery ability, because people are not your strong suit."

Congratulations. You want a 4e style utility power structure. I've already shown how Quick Fingers does this sort of thing. Powers are precisely where you can go above and beyond like that.

Nope! Brief encounters that are relevant to the overall adventure and may cost the party resources, that become more dangerous in aggregate than individually, and that build gradually. Encounters, in other words, that serve the goals of the overall adventure being a potentially deadly undertaking.

You can do those in 4e. The biggest barrier is that healing surges and powers recover too fast - which is why that's one of the few bits I actively house rule.
 

Ahh, yes...that is different.

If skill challenges ran at this speed in LFR adventures, I would not finish in time. Most comp 5 skill challenges were over in less than 15 minutes. Most authors used it as a way to inject an adventure with XP so that you could spend more time on the role playing portions between the combats and skill challenges.

And here is the difference. Skill challenges are roleplaying in my group (and in [MENTION=42582]pemerton[/MENTION]'s so far as I can tell). They are the mechanics used for the roleplaying of complex plans and operations.

And on another note "style neutral RPG mechanics" are a simple oxymoron.
 

Majoru Oakheart

Adventurer
And here is the difference. Skill challenges are roleplaying in my group (and in [MENTION=42582]pemerton[/MENTION]'s so far as I can tell). They are the mechanics used for the roleplaying of complex plans and operations.
I've never quite understood this. When I have complex plans and operations I just use unconnected skill checks to see if each phase of the plans exist. I still find the overarching structure of X successes before Y failures to be limited and getting in the way.

I only used skill challenges for their intended purpose: Combat with skills. Let's see if you can roll high enough to get through this part of the adventure without a penalty(normally in healing surges or damage but sometimes a minor story penalty).

And on another note "style neutral RPG mechanics" are a simple oxymoron.
I agree completely.
 

I've never quite understood this. When I have complex plans and operations I just use unconnected skill checks to see if each phase of the plans exist. I still find the overarching structure of X successes before Y failures to be limited and getting in the way.

It's a pacing and challenge difficulty mechanic - and one I was very glad to have around when learning to DM 4E. Some clue of how much to throw at the PCs before having their plan succeed or fail, and what reasonable levels of difficulty are. And a basic structure so that the players and I don't end up spending too much time yak-shaving.
 

Mistwell

Crusty Old Meatwad (he/him)
I'd agree, to be honest.

Not that we should overlook its flaws like the Book of Elves (mmm, kits), but at the end of the day 2e never claimed to nearly as much balance as 3e did. It didn't have bite-sized chunks in feats and a level of a class here and there that highlighted abuses in the system with much greater focus, or the ability to customize magic items to nearly the same degree.

I agree as well. And frankly, my finger points to the internet. Back in our 1e games, there was no way for me to go to a character optimization board and view hundreds of bizarre combinations some OCD adults with time on their hands were able to piece together from every Dragon magazine and other publication that existed. I had a PHB, and maybe a few issues of Dragon here and there, and that was it. So yeah, my 3e game had balance issues come up way more often than my 1e game, because my 1e game was pretty isolated from the rest of the world and their balance-breaking discoveries. And, though I never got to play 2e, I suspect it would have been similar there as well.
 

I agree as well. And frankly, my finger points to the internet. Back in our 1e games, there was no way for me to go to a character optimization board and view hundreds of bizarre combinations some OCD adults with time on their hands were able to piece together from every Dragon magazine and other publication that existed. I had a PHB, and maybe a few issues of Dragon here and there, and that was it. So yeah, my 3e game had balance issues come up way more often than my 1e game, because my 1e game was pretty isolated from the rest of the world and their balance-breaking discoveries. And, though I never got to play 2e, I suspect it would have been similar there as well.

Your finger might point that way - but mine points in a different direction entirely. Gary Gygax was a wargamer running for a group of wargamers. They'd have happily driven a coach and horses through any possible balance issues where things were too strong (and I believe on several occasions did). oD&D was a decently balanced system, as was 1e. It wasn't perfect - but generally things were too weak rather than too strong (in particular the thief needed certain assumptions to be used, and the fighter had too much playtesting by Rob Kuntz so was weak - Gygax himself on these boards said that the powerful options in Unearthed Arcana were to balance the fighter).

After 1985 and Gygax was forced out, things went downhill - but not fast. The foundations Gygax put in place remained unchanged even in 2e. Which meant that the biggest things that broke 2e were normally kits and spells. But the foundations were solid because they remained from when the core of D&D was playtested by a group every bit as ferocious at exploiting balance issues as the Character Optimisation boards.

Then Wizards of the Coast produced 3.0. And in producing 3.0 they managed to remove almost all the restrictions Gygax had placed on the wizard, managed to destroy the item economy that weighted items towards the fighter, managed to badly screw up the saves (which in short meant that the more dangerous the effect the harder it was to apply, weighting the balance to evokers), and removed almost all the other subtle balance tweaks such as the automatic ageing in the hugely powerful Haste spell, and the System Shock checks in Polymorph.
 

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