D&D 5E [+] Ways to fix the caster / non-caster gap


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I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.
how is Monopoly not balanced, you all start out the same, and since there is no level progression you all stay the same from a balance perspective. One player owning more / better streets is the equivalent to magic items, not builds
 

how is Monopoly not balanced, you all start out the same, and since there is no level progression you all stay the same from a balance perspective. One player owning more / better streets is the equivalent to magic items, not builds
It's notorious, really, in itself, it provides very little in terms of meaningful choices. You mostly do what the dice and cards tell you, when you land on a property and can buy it, it's generally best to do so. The most meaningful decisions would be negotiating with other players, which is not governed by the rules. 🤷 ... I'm sure you can google to find much more erudite and ringing condemnations of the world's most commercially successful boardgame, serious TT boardgamers seem to be really down on it. (no funny coincidences there)

(Candyland is the poster child for choiceless game. The dice essentially play the game. That's what makes it so suitable for very young children. Well, that and color matching vs counting)
I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.

I think this is even less important with a cooperative game like D&D.
In competitive games, fairness, which is, really, a lower standard than balance, is a minimum. In comparison to balance, fairness is each player has the same choices as the others (for instance, all could make the same choice, if it clearly the best choice), if imbalanced, some choices would non-viable (experienced players avoid them, they serve only as traps for the unwary) or meaningless (serving only to distract naive players from important choices).

In cooperative games, balance is essential. Each player needs to contribute to success, both for their own enjoyment, and for the collective win. Being dead weight isn't just un-fun, it can result in the collective loss. So choices need to be viable. Further, everyone contributing the same thing in the same way is less interesting than contributing in different ways, so the choices should be meaningful, as well.
 
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Oh sure. I understand how genres don't generally need to balance caster and martial archetypes and frequently would avoid doing so to showcase the "power" of one vs the other.

The trouble is that dramatically asymmetric power at the table feels bad for those who expect their character to be a peer with other PCs rather than a sidekick.

So maybe it's not a great design goal to effectively model a genre with wide gulfs in power between character archetypes, when other options ate available.
True, there are real challenges in modeling a genre in a typical TTRPG. One of them is that most variations on the fantasy genre have a Hero, and some ancillary characters. The hero may be the most powerful, or not, but will be the most important, typically making the most dramatic/meaningful/critical choices, or just have the most importance to the reader on some level. The other characters can be fun for the reader/viewer, even antagonist who they can love to hate. But that doesn't translate well to a cooperative game.

So TTRPGs compromise big-time, generally going for an ensemble cast of equals... equal in, since a certain 70s wargame started it, in 'power' centered around combat ability.

As if that's not hard enough, the magic-using characters most often found in those supporting roles can be supremely powerful villains, or helpers that only show up briefly, or exposition characters who contribute little else, even, like, dead weight you have to protect and drag to the right place so they do the one magic thing to the other magic thing and avert the apocalypse. So, like, faithfully getting genre 'right' in terms of relative power is fraught.

It's also worthless, because a cooperative game won't be fun if everyone isn't making meaningful choices and viable contributions. So, yeah, model genre as much as possible, but when it comes to the choices of character presented to players, balance them.
 

I don't think I really agree with this, even classic competitive games like Clue and Monopoly are not balanced between all players.

I think this is even less important with a cooperative game like D&D.
"Competitive games" is a mutually exclusive category with nearly anything using a roll-to-move model, and quite specifically with Monopoly and Clue.
 


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