Neonchameleon
Legend
It's also not as if the hobbits stayed with the party past the single dungeon expedition. And I always got the impression that Gollum killed orcs by sneak attacking them rather than head on.
This is a strawman. You can not have meaningful choice with all choices being equal. You certainly can't have a class based system where all choices are equal - classes are inherently dissimilar.
One of the reasons I enjoy 4e is because after it character creation options in all other variants of D&D feel bland to me.
In any member of the 3.X family if I even think of playing a non-caster I start wanting to beat my head against a wall. It feels like wearing a straightjacket. And in AD&D the thief, likewise. (And don't get started on the 1e Monk).
My analogy here is the "Fighter on a pogo stick". In theory it's possible to have a fighter bouncing round the dungeon on a pogo stick. In practice ... no one would. It would be a Darwin Award waiting to happen.
But playing a Tier 4 or 5 class is also a Darwin Award waiting to happen.
Further, balance opens up options. How many oD&D/AD&D swashbucklers wearing doublet and hose or even light leather armour did you see? Not a lot because it was mechanically a bad choice. Again, this archetype was one of the ones thought of by the designers - but it doesn't work within the context of the game.
So balance being samey is something I reject utterly as an idea.
And I always got the impression that Gollum killed orcs by sneak attacking them rather than head on.
I beg to differ. Why shouldn't all rules be equally accessible to all PCs? As I've mentioned before, class design is a popular concept when discussing game balance. Throw out classes. Let the players choose whatever powers they want for their characters - whatever rules they want to use. My sharebrewed game does this. Now, to my knowledge, Morrus hasn't tried it, so it might bore the heck out of him. But the same concept was used in Skyrim: you get better at what you do, and you can do anything. Skyrim was a far cry from boring.I think such a game [in which balance is the dominant factor] is a figment of your imagination.
Saying that Fate and GURPS have the same balance, or class-appeal, problems is bold. Two more dissimilar games have I never seen.The question necessary when writing a class is not "What would a member of this class do? How can we represent that?" It's "What experience would someone who wants to play this class in this game want? How can we give them that?" And this is where almost all generic games (whether Fate or GURPS) have problems; in a generic game everyone is working off the same core rules, which channels them into the same play style and incentives.
Not necessarily. And to a large extent, you will bring out how one of the problems with a class system can be too great of similarity later on in your post.
Oddly, this is the opposite of my experience of 4e. I set down to design a module in 4e and all the options felt bland to me. The amount of work required to build interesting options wasn't worth the results. None of the character options looked interesting to me as a player. I can never recall feeling so bored reading rules as with 4e.
I get where you are coming from there, especially as a long time player of 1e AD&D, but I think you exaggerate the situation. Starting with stock 3.0, the non-casters are probably stronger than the casters up until about 6th level, and hold their own well until 9th-12th level
Here is where you and I fully agree. No game should have both tier 1 and tier 5 options presented to the players as legitimate. As bad as you think 3.X is, RIFTS was actually far worse in this regard, but nevertheless having both tier 1 and tier 5 options presented as equal is ridiculous.
It's ok to have both in the same game, but they should be separated out by tier and clearly presented as different game options with different assumptions of play. Nevertheless, with a little house ruling of 3.X I've managed to bring the classes IMO to a range of tier 2 to at worst tier 4, and as far as I've been able to tell all classes in my game are tier 3 up until 9th level or so when the game breaking 5th level spells come on line.
I'm not sure that it was. oD&D/AD&D was created by historical wargamers explicitly in a medieval setting where 14th century tech was high tech.
Moreover, for complex reasons I won't go into here, IMO for balance reasons they can't be supported in the way that many people want.
And yet, you prefer 4e, a system I rejected in part because it made balance equivalent to being 'samey' to an extent no other edition had.
and for the first time 4e became a game where everyone was working off the same core rules that channeled them into the same play style and incentives.
And I note that in your revision of 4e, you are precisely removing this 'feature' from 4e inspired classes and giving them their own unique rules and play style. You are attempting to merge the best of 4e's balance with every other editions variety of play style.
But it's still certainly true that 4e made the classes more 'samey', and your own chosen revisions prove you are aware of that just as my own chosen revisions of 3e prove I know that 3e's biggest problem was lack of balance.
I beg to differ. Why shouldn't all rules be equally accessible to all PCs?
As I've mentioned before, class design is a popular concept when discussing game balance. Throw out classes.
Saying that Fate and GURPS have the same balance, or class-appeal, problems is bold. Two more dissimilar games have I never seen.
Are you saying, then, that balanced classes each need their own rulebook?
The two questions you pose sound to me like:
1) Which of the existing rules would a member of this class use?
2) What new rules to we need to write for a member of this class?
(1) places class-creation in a later part of the game-writing process, and wraps up fairly neatly. (2) requires that classes be written early, even first, so that the rest of the rules can be written for the classes. And suggests that writing more classes is a god-awful headache, requiring more sourcebooks. Did I interpret your questions correctly?
I beg to differ. Why shouldn't all rules be equally accessible to all PCs? As I've mentioned before, class design is a popular concept when discussing game balance. Throw out classes. Let the players choose whatever powers they want for their characters - whatever rules they want to use. My sharebrewed game does this. Now, to my knowledge, Morrus hasn't tried it, so it might bore the heck out of him. But the same concept was used in Skyrim: you get better at what you do, and you can do anything. Skyrim was a far cry from boring.
But the same concept was used in Skyrim: you get better at what you do, and you can do anything. Skyrim was a far cry from boring.
This also happens with points buy.
The Paladin being incentivised for actually getting into the middle of the enemy.
Not my experience at all. If we ignore the stock 3.0 Ranger (that was just a mistake), a first level specialist wizard can cripple three fights per day with either Sleep or Colour Spray.
They are competitive from first level onwards and pull out a lead at fifth level with third level spells. At seventh they've a commanding lead, and by the time you hit Teleport at 9th it's all over.
Wizards pull away faster than clerics - but the fighter's total advantage over the cleric at first level is +1 BAB and a single feat; unless that feat is Cleave (which, admittedly, it frequently is) this does not make up for the vastly superior endurance several castings of Cure Light Wounds brings.
Given the house ruling - and specific house rules for your play group - you can put in a measure of balance. The basic rule of thumb of the tier system is stark, however: Nothing that can cast sixth level spells is less than tier 3. Nothing that can't (outside the Bo9S) is more than tier 4.
oD&D was created by the sort of fantasy wargamers who wanted to play Aragorn and made a class round it (1e Rangers)
The core inspiration for D&D was not "What would happen in a historically accurate setting" but "We made up somewe thought would be fun".
And I'm trying to do that while keeping 4e's unmatched variety of play style.
The key is 'in my experience'. In my experience, the players that believe that had very particular experiences of play that don't match mine. Monsters tended to be passive foes that didn't plan or act proactively.
Dungeon crawling tended to be rare.
Often 50% or more of all foes are humanoid (which low level casters are quite effective against).
Terrain tended to be unimportant, with the vast majority of fights occurring on what was effectively an open wall-less plain.
One good indication of this type of game would be if you played an urban campaign with a large number of fights occurring 'on the street' or in the BBEG's lair (a large room, effectively an arena or tournament floor) and you didn't do a lot of mapping as players.
In general, there were a predictable number of fights per day, usually one large fight where the caster could 'go nova', and often as not one that occurred at a predictable time.
A wizard that is casting Sleep or Color Spray can contribute well to a fight, provided they aren't facing things like oozes, undead, and constructs regularly. But if they are doing so 3 times per day, they don't have many slots left for Shield, Mage Armor, and other highly important things.
That means that they almost certainly have to be scribing scrolls if they don't wish to be defenseless, which means also that to compete equally with the other classes they have to slow their advancement by spending XP.
I've had several players of low level Wizards bitterly complain about this, where wizard is the 'only class that is forced to be a level behind'. To a certain extent, they have a valid point.
In 14 years of playing 3.X edition D&D I've never once had a pure Wizard survive past 6th level. For that matter with 30+ years experience I've never seen a pure classed Wizard/M-U survive to high level in any game whether player or DM. And this includes the group I was in that was sufficiently power gamey to regularly placed highly in DragonCon tournaments.
Eventually after pushing the 'I win button' once too often, I see so many Wizards get a failure and then just die.
However, I won't argue that the most optimal 3.X party you can have is probably divine spellcasters built around a smaller number of arcane caster problem solvers.
I agree on the teleport, but not much else. At 5th-7th you have something like parity IME, with the edition of 4th level spells only then pulling them into a lead. Prior to that, spell-casters have too few spells to make major contributions in every situation while still protecting themselves.
Yes, but at low level the Cleric is often gaining even more endurance if most of his CLW castings or on a party fighter. In general, I find that the gap is greater than you suggest because the Cleric must devote significant points to Wisdom rather than physical skills.
And in terms of casting CLW, that's a spent action that roughly negates one attack - ei, you are trading an action for an action.
That is certainly true to a certain extent, but Gygax is the primary editor/writer of 1e PH and DMG, and that sets a completely different tone.