Tony Vargas
Legend
That Bilbo was such a DM's pet, way OP...Gandalf is not "balanced" with Bilbo Baggins.
That Bilbo was such a DM's pet, way OP...Gandalf is not "balanced" with Bilbo Baggins.
Necessary but not sufficient, is how I'd see it, at worst. Games need to be balanced to avoid being terrible, non-functional, or boring (like tic-tac-toe, above), but they can still be all three, in spite of being balanced.
The greater the depth and scope the game attempts, the more important balance becomes to keep all those elements meaningful & viable, and thus more than just window-dressing for a storyteller's backdrop or chaff for system masters to winnow away.
RPGs often try for tremendous scope and have the potential for great depth of play by their very natures. Balance is thus critically important to deliver on that. If the game doesn't provide it, the players have to, by some sort of informal agreement or voluntary restraint (as in Freestyle RP), or the DM has to impose it by fiat (as in classic D&D or 5e). Otherwise, so much of that potential depth & scope is lost. What's left might still be pretty significant, though: put a group of equally-capable powergamers together to play 3.x/PF, and there's still a lot of game left for them to use, it's not just X-in-the-corner, O-in-the-center, every time. ;P
A more problematic case is the sorcerer 9 / warlock 2. ...
Maybe one possible solution is to ban multiclassing outright?An honorable mention is the Paladin 6 / sorcerer 5 ...
Fairness is certainly an important aspect of competitive games. Chess may not be perfectly balanced, and tic-tac-toe very badly so, because of the advantage of going first, but in a tournament you play multiple games, so each plays white some of the time, and it's reasonably fair.I feel like this may be more true of competitive games....chess and tic-tac-toe being examples that were mentioned....but in a collaborative game such as most RPGs, I don't think it's quite as necessary as all that.
Feats and classes (and combinations thereof) are choices, yes. It wouldn't be /just/ that, but they're examples the OP directly referenced, he's also indirectly looking at spell choice and such, too, I'm sure...Of course, it all depends on what you mean by balance....there are a lot of ways we could apply the term to an RPG and to D&D in particular. But given the OP and the way this conversation has gone, I look at it as a game not having "clearly superior options" in the form of feats or class combinations.
Ding! Feats & Multi-classing are both explicitly optional in the PH, to begin with, you just decline to opt into them! It's not even as ringing a condemnation as 'banning,' you just choose not to deal with the added complexity, and the problem vanishes.Maybe one possible solution is to ban multiclassing outright?
Or if combat efficacy is a class's primary meaningful/viable contribution. Zapp isn't worried that a Druid with GWM is going to outshine a knife-throwing wizard, he's concerned with the Fighter with SS out-shining the TWFighter or the S&B fighter or what-ever, and, if he doesn't allow the feats, also with the more DPR-oriented classes like the fighter not shining sufficiently, at all.And I think that's clearly not the case. Sure, a feat like Great Weapon Master may be seen by some as a clearly superior option, and a player who doesn't select it is not being "optimal". But that's only when combat efficacy is the only goal.
Revising 5e isn't even really on the table, it's not designed or structured to be errata'd into a better game as it goes, it's designed as a common starting point that will be customized to varying degrees by each DM who uses it. Any revision of the game could pull the rug out from under some of those customization efforts - and they may well constitute a great deal of effort, indeed. Each revision also creates a schism in the experience of the game before and after the revision, not like edition schisms, obviously, but why risk it...This is the fundamental flaw with CapnZapp's premise; it's an issue for his game (and certainly some others', too), but that doesn't mean that the game needs to be revised.
Not s'much, no. Imbalanced games generally have a balanced sub-set, once the chaff is winnowed away. Such may or may not be enough to constitute a worthwhile game. A solved game, like tic-tac-toe, for instance, not really. A vastly more complex game like D&D, though, even when you have eliminated the 'trap' and 'chaff' options probably has a fair amount left. If it's enough for a given group, they can have fun with it.If you want to apply the term balance more loosely....perhaps as "most of the existing options will appeal to someone"....then sure, balance is required. Because the goal is fun, so as long as all the players are enjoying themselves, then the game is balanced.
Well, I'm guessing you didn't actually mean to make that claim when you said:
... but, that's really the only way to take it. You present the continued play of the game by many people as proof that not only Zapp's observations of imperfection in the system are false, but that, by implication, any/all other criticisms must also be dismissed.
It's fallacious reasoning.
It's not necessarily a wrong conclusion, though, not technically - I'm not trying to 'prove imperfection' (I don't think it's really necessary, but it's not what I'm doing), but if you did want to support it, you'll need something stronger than a classic fallacy.
I'm glad to hear that's not what you were going for, though.
Maybe one possible solution is to ban multiclassing outright?
That'd've been a clearer way of putting it. Acknowledge that, yes, Cap'n Zapp found a flaw in the 5e diamond, but opine that it's still pretty shiny, and with the right setting, can be just as beautiful as he'd like it to be...Most sentient beings can recognize there is a wide gap between the extremes of "perfect" and "hopeless" and i think its not all that controversial to suggest that a great many games played every day help to support that conclusion.
Yep, and, to be fair, I think he has had some pre-final words on the subject that were maybe not that extreme, and the 'final word' is as much about the community as the game.If instead of "hopelessly lopsided" for instance it has been "more lopsided that it needs to be" or "more lopsided than i like" it would have been a little different sort of conclusion and presentation - one more conducive to the focus on the criticisms, as opposed to the conclusions.
I feel like the real issues thread like these tend to run into is the focus on Damage Per Round to begin with. I feel like it's very similar to the early days of tracking professional basketball statistics.
DPR is basically Points Per Game. It's the most simple, basic level of evaluation for an individual character/player. It does not take into account a massive amount of the game. In basketball, it would ignore how often you miss, rebound, steal, assist, block, and even more advanced concepts like your value over replacement player, reduced offense from the person you're guarding, wins produced while you are on the court, and all sorts of elements.
And for years those more "advanced" statistics were ignored in basketball because they were more difficult to obtain data on, and more difficult to interpret. Everyone knew what Points Per Game meant and how to get that number (you look at the score board) but very few knew how to obtain further information or how to read that data.
It seems to me D&D is sort of still stuck in that early statistical read on the efficiency of a character. If your goal is "experience points" or "treasure" or "survival" then "casting charm person on the chieftain of a tribe which avoids combat and gets the party XP and treasure similar to if they would have gotten if they had killed the entire tribe" should have high value. But if DPR is the only thing you assess, it has zero value unless your charm person spell caused extra damage to be dealt.
Just because it's hard to come up with some more advanced assessments of efficiency doesn't mean it shouldn't be attempted. Isn't it time we had some stats that measured "avoided getting hit with X amount of damage avoided" or "prevented harm by avoiding an encounter with X amount of draining of resources" or "reduced the risk of death of a PC"?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.