GMforPowergamers
Legend
It all comes down to whether you believe its ok to sacrifice effectiveness for a character concept.
For most of use the answer is 'NO'...
how do we know if most agree with either of us, heck MOST might not care at all
It all comes down to whether you believe its ok to sacrifice effectiveness for a character concept.
For most of use the answer is 'NO'...
It all comes down to whether you believe its ok to sacrifice effectiveness for a character concept.
For most of use the answer is 'NO'...
I do it all the time. RPGs are not about winning, they're about storytelling.
you know I don't understand some people, it's almost like the only answer is always X or Y.... I want to win more then I lose (because winning is fun) but I don't always have to go about the same way. SOmetiems the fun is running your character AND winning...
see the problem lies that I agree that the basic idea... (Game should meet basic expectation of working out of the box) but I disagree that the game doesn't work (both 4e with and without expertise and 5e with or without cantrips that damage.)
see there is a lot I agree with balance people with, but this one isn't it...
my question is this (and I will ask it twice once for each example)
4e why is my wizard who hits more often then not and is a power player in the game not effective just because he doesn't have expertise? Infact just for a true example why isn't the Ranger (scout I believe) who out damages the rest of the party and has only 1 pt less to hit the then highest attack in the party and who is mostly a MVP at the game less effective then the fighter or sorcerer who both have expertise and both do less damage and who one has 1 pt higher to hit at 17th level when both of them have expertise??
5e why is my wizard less effective for having minor illusion then yours with ray of frost? isn't it intirely up to the game and the group to decide.
now the only place I will agree with the cantrip people is it should scale slower (on the 6's so 1d8 1-5th 2d8 6th-11th 3d8 12th-17th and 4d8 at 18-20) that alone I think fixes the problem (witch I see as very small)
I can win a fight with orcs, I can win a debate with the prince, I can loose a fight with the cult, I can win the senereo of the lost painting... there are lots of little win/lose in D&D and always has been, and part of role playing is to win and loose and react.D&D has never ever been a game about winning. You win at Monopoly, you engage with D&D.
Yes I agree but less so then 3e, and more so then 4e... but cantrips are not the problem...I've gone over the number and situations in another thread. Its very clear that there is a disparity between casters and non-casters.
buut some how we get lost on X should maybe be down played a bit, and turn it into X should be free or not at all...This one has to do with the role of the character and no one ever said 4E worked out of the box. It is more difficult to break the game than 3.5E so its a step in the right direction. You can more easily make a character concept and expect it to be viable than in any other edition of D&D (5E included).
no but that was not the fault of the system... and it was fun for everyone...What happens with your example is that 4E isn't perfectly balanced so you can make a build that is more effective than another.
nopeThe answer is another question, did you have to sacrifice your character concept for that +1 and how much did it matter?
I'm missing what this is about...In 4E a single +1 has diminishing returns as you level up so that about level 5 or so a single +1 is not going to make your character unplayable. In 5E its the opposite. A single +1 makes a huge difference seeing as you only get +5 to +7 across 20 levels. So the problem is worse in 5E than it is in 4E.
You can argue the interpretation of the math though, and that is what I do with both at will damage cantrips and expertise feats...No, its up to the math. You can't argue with math.
Now if you play a game that relies less on the rules and more on DM fiat, then there is no problem, but then again there never was. You can throw out the mechanics in any edition and expect this to happen. What we are talking about here though is no matter how good a role player you are, or how much story and immersion your DM brings, if you actually follow the mechanical rules, you will start to see a discrepancy between the more effective character and the less effective character. Everyone has a threshold of acceptance.
I would laugh and say "Wow, I guess they reall is caster supremecy" then never pay 1 cent toward that game... infact I wont even play pathfinder because of the imbalance there (although I keep trying and hopeing it's changed)I'm sure if all Wizards had a cantrip that was 'You instantly defeat all your enemies in this encounter' and the only attack the Fighter had was 'deal 1 point of damage on a crit, otherwise nothing happens', most if not all of you would be crying foul.
the problem is that we need to set things correctly, the wizard needs a bit toneing down and the fighter needs work, but it is better then 3e was... and it seems to me like screaming and yelling "It's broken" isn't how to fix the problem...Some people, like me, can't tolerate when two characters built to concept can't contribute equally. It makes the game less fun, when the game turns into Super Hero Wizard and his trusty side kick the Fighter, or BMX bandit and angel summoner:
it will make those that want non damageing cantrips a bit happier...I don't know. The Cantrips damage isn't really that good as others have pointed out.
They can be about both. Or neither.RPGs are not about winning, they're about storytelling.
I know one thing I intend to forward along is the idea that damage cantrips should be separated from non-damage cantrips, and it should be a game option to include damage cantrips as a whole. Something like mages get X cantrips, and as a sidebar, optional damage cantrips, where if the players decide to use damage cantrips, mages can choose X non attack cantrips and Y attack cantrips.
That seem like an effective solution?