Tony Vargas
Legend
6 of 1, half-dozen of the other, whether the imbalance breaks high or low isn't a hugely important difference. Rather, it's the magnitude of that gap between the trap options, whatever the theoretical 'balance' point may nominally be, and the 'game breakers'. Instead of punishing players for not learning the game enough, it rewards players decide to go in depth with the rules, as well as allowing the players to feel awesome when they find something powerful.
System mastery is unavoidable - whatever the system, if you stick to it in the face of (unironically, even though, yeah, of course it's a game) 'gaming' that system, there will be rewards for system mastery. A robustly balanced game keeps those rewards slim. 5e doesn't particularly do that - like MM said, he's just not worrying about it, no so much dropping the ball as never picking it up in the first place, just, yep, it's a ball, have fun with it, it's not my window you'll be breaking - balance is something the DM can impose on 5e by avoiding optional rules, sticking to the prescribed pacing, and making rulings with relative PC contributions & desired challenges in mind.My question is, do you agree with this idea of system mastery, as well as allowing the players to break the game in "acceptable" ways? In addition, do you think 5e does this well enough in most cases (reminder that core rules don't have feats or multiclassing) or not, as well as other potential games that might follow this philosophy?
But, 5e also doesn't particularly stick to the system when the system's being gamed, either. Rather, it kicks things to the DM with such accustomed frequency that the exercise of & rewards for system mastery are prettymuch at his sufferance. So the player who really wants to excel his peers would likely see more success by 'gaming' the DM than the System.