overgeeked
Open-World Sandbox
Tell that to the players who are constantly overshadowed by other players.Balance in a cooperative game is completely unnecessary.
Tell that to the players who are constantly overshadowed by other players.Balance in a cooperative game is completely unnecessary.
Certainly.Tell that to the players who are constantly overshadowed by other players.
And, realistically that applies to pretty much all attack cantrips. They all do weapon damage (d4-d12). The lower damage effects have riders to balance out the lower damage. Thus a d4 cantrip might inflict disadvantage on attacks. A d10 or d12 cantrip will not have any riders.D&D is a fantasy game about traveling murderers killing monsters for gold. It's not, say...a superhero game nor a sci-fi game nor a modern-day spy game. So, by design, the game limits your choices before you even sit down to play. D&D is a class- and level-based game, i.e. you cannot play a concept that is not covered by the class system.
Above you argued that balance leads to homogeneous results. That's demonstrably not true.
Firebolt, 1 action, 120 ft range, 1d10 fire damage, ignites flammable targets.
Eldritch blast, 1 action, 120 ft range, 1d10 force damage.
These are balanced in that they deal the same damage at the same range. They are differentiated in that one deals force damage while the other deals fire damage, including igniting flammable objects.
There are plenty of ways to contribute. Find the ways that are the most fun for you and build the character that will help you achieve that.In a cooperative game, 'winning' can be nominally collective, but individual fun comes from contributing (and so does collective victory), under- or non-contributing (or worse than useless) options both rob the player who took them of enjoyment, and reduce the chances of a collective victory. Balance is critical in a cooperative game.
Balance in a cooperative game is completely unnecessary.
I think that is my point entirely. A class based system won’t be truly balanced. One attack type using the same damage die? Sure.D&D is a fantasy game about traveling murderers killing monsters for gold. It's not, say...a superhero game nor a sci-fi game nor a modern-day spy game. So, by design, the game limits your choices before you even sit down to play. D&D is a class- and level-based game, i.e. you cannot play a concept that is not covered by the class system.
Above you argued that balance leads to homogeneous results. That's demonstrably not true.
Firebolt, 1 action, 120 ft range, 1d10 fire damage, ignites flammable targets.
Eldritch blast, 1 action, 120 ft range, 1d10 force damage.
These are balanced in that they deal the same damage at the same range. They are differentiated in that one deals force damage while the other deals fire damage, including igniting flammable objects.
Someone at the table will optimize, therefore everyone must optimize unless they want to be constantly outclassed. Or, you know, don’t have optimizers.Certainly.
If you want to be more effective in combat, then choose the options that let you excel in combat.
All min-maxers are showboaters. They all ruin everyone else’s fun. As mentioned, that’s part of their fun.I mean, unless the problem is a show-boating min-maxer ruining the fun for everyone, in which case the solution is the door.
This is "unpopular opinions" so I don't think I want to pick on 5e and the Martial/Caster Gap, too specifically or too hard. But, y'know, it's there, and in every pillar, and there's no point denying it.
That, or... recognize that combat is only one pillar, and that there are many ways to optimize, and thus contribute, in many facets of the gameSomeone at the table will optimize, therefore everyone must optimize unless they want to be constantly outclassed. Or, you know, don’t have optimizers.