D&D 5E You Cant Fix The Class Imbalances IMHO

i haven't played BG3 myself but from what i've picked up don't you basically play as an entire party by yourself? you get to be the Fighter and the Wizard at the same time, so any disparity between them doesn't really matter because you're not being forced to choose between the two options you're getting both so it's all just positives to your capabilities.

but in DnD you only get to be controlling one of those characters (most of the time, i'm aware that some games play with multiple PCs per player but that's the exception rather than the rule), and if you're only getting the choice to be one thing then all the choices should be more-or-less equal, if not in what they can do then in the worth of what they can do.
Apropos of this, and coming from the other direction (games that are reminiscent of old-school D&D), it doesn't matter what kind of mortality rate your adventuring company has in, say, Darkest Dungeon, because you, the single player, control the entire roster. (In my first complete playthrough of that game, I lost something like 40% of my entire roster over the course of the entire playthrough.)

It's a rather different story if you only play one character at a time and they die (possibly over and over).



Apropos of the thread topic, I find the point raised that class imbalance is not, for most players, the big deal it can be to the "terminally online" crowd because it doesn't interfere with their realisation of their character concept (up until the point where it does, of course) to be very insightful. The neo-trad play of modern D&D just requires that characters can (a) feel awesome for their players to play and (b) fulfill the concept they desire (subject to the way that certain classes are more suitable for some concepts than others).

Also apropos of the thread topic, I'm not really convinced by the opening argument that the most viable solutions for class imbalance are to either recreate 4th edition or to reinstate aspects of TSR-era play such as different XP tables for different classes. I suspect that solutions that fit comfortably within the 5e design aesthetic can already be found in the panoply of 3pp products and homebrew. But I do think that most such solutions, if contemplated for official D&D are going to run aground on the shoals of the widely diverging sensibilities of the different "player constituencies" comprising the the most vocal and engaged subsets of the D&D player base. Hence, they'll only very rarely score high enough in the surveys performed by WotC to be implemented in the game.
 

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Apropos of this, and coming from the other direction (games that are reminiscent of old-school D&D), it doesn't matter what kind of mortality rate your adventuring company has in, say, Darkest Dungeon, because you, the single player, control the entire roster. (In my first complete playthrough of that game, I lost something like 40% of my entire roster over the course of the entire playthrough.)

It's a rather different story if you only play one character at a time and they die (possibly over and over).



Apropos of the thread topic, I find the point raised that class imbalance is not, for most players, the big deal it can be to the "terminally online" crowd because it doesn't interfere with their realisation of their character concept (up until the point where it does, of course) to be very insightful. The neo-trad play of modern D&D just requires that characters can (a) feel awesome for their players to play and (b) fulfill the concept they desire (subject to the way that certain classes are more suitable for some concepts than others).

Also apropos of the thread topic, I'm not really convinced by the opening argument that the most viable solutions for class imbalance are to either recreate 4th edition or to reinstate aspects of TSR-era play such as different XP tables for different classes. I suspect that solutions that fit comfortably within the 5e design aesthetic can already be found in the panoply of 3pp products and homebrew. But I do think that most such solutions, if contemplated for official D&D are going to run aground on the shoals of the widely diverging sensibilities of the different "player constituencies" comprising the the most vocal and engaged subsets of the D&D player base. Hence, they'll only very rarely score high enough in the surveys performed by WotC to be implemented in the game.
I vote for reinstating TSR-style play, or something like it.
 

Also apropos of the thread topic, I'm not really convinced by the opening argument that the most viable solutions for class imbalance are to either recreate 4th edition or to reinstate aspects of TSR-era play such as different XP tables for different classes.
TBF, 4e is the one time it worked, and 70s/80s TSR, the other times it was seriously tried, so that's an easy view to take.
There are a lot of other games beyond D&D, tho...
I suspect that solutions that fit comfortably within the 5e design aesthetic can already be found in the panoply of 3pp products and homebrew.
Nothing about, say, Level Up, leaps to mind as doing that. Black Flag looks to be going in the opposite direction.
.But, there is so much out there, a hidden gem might exist.

Some other ways a game might balance besides punitive restrictions on high-power magic and resource-parity classes differentiated by role/source could include:
Classless systems.
Encounter-based balancing where there simply are no "daily" resources to manage, and the game isn't imbalanced by changes in pacing.
Silo'ing class abilities by pillar and balancing classes w/in each pillar, so the game isn't imbalanced by campaigns emphasizing one pillar over another.
Narrative systems where player agency is not as closely linked to character power.
Point-buy system where choices can be differently-weighted with more granularity than class/level or spells known/prepared.
 

Well, folks are generally misusing the term and concept of "evolution" then they are referring to human-designed things anyway.
To be fair, "evolution" as a term implying progression predates "evolution" as a term for population change through natural selection. (and mutation, drift, etc).

Nope. Darwin or nuth'n originalism, all the way. ;)
Darwin, in fact, didn't use the word "evolution" in Origin of Species and used the word "evolved" only in the closing sentence, where it has a lot of poetic resonance, but isn't meant as an introduction of technical jargon:

"There is grandeur in this view of life, with its several powers, having been originally breathed into a few forms or into one; and that, whilst this planet has gone cycling on according to the fixed law of gravity, from so simple a beginning endless forms most beautiful and most wonderful have been, and are being, evolved."
 

At least without a rewrite like 4E. Do that it's a different game.

I think you could tweak the game a bit to help. A combination of buffs, nerfs and changing the game dynamics. Eg monsters can be resistant or mmune to non magical attacks and AC scales better than saves. There's not much in the way of actual magic resistance or immunity. Advantage on saves is a said joke outside things like dragons and higher cr critters.

OSR games get a few things right.

Saves that scale (all of them)
Magic/spell resistance. Your spells can just fail.

Classes advance at different rates. I would suggest this ratio drop a 0 if required.

Fighter 1500 xp
Rogue 1250 xp
Cleric 2000
Wizard 2500

Find a tier list and map the top 3 classes to the wizards xp, next 3 get fighter xp while rogues, artificers and monks level up faster.

Cleric and wizard could maybe switch places. May as well go back to different xp rates everything else dince has been worse along with level dipping etc.

I don't have much faith One D&D is going to fix much just pay for errata and nerf the worst offenders.
Sorry if I haven’t followed your other threads where maybe you spelled out which class/game imbalances you’re concerned with. But am I correct in assuming you’re talking about some kind of warrior vs spellcaster issue? Is there a specific issue within that umbrella you’re focusing on?

I see you’re jumping into game tweaks, but they seem all over the map so it’s hard to track what you’re trying to resolve or address.
 

Sorry if I haven’t followed your other threads where maybe you spelled out which class/game imbalances you’re concerned with. But am I correct in assuming you’re talking about some kind of warrior vs spellcaster issue? Is there a specific issue within that umbrella you’re focusing on?

I see you’re jumping into game tweaks, but they seem all over the map so it’s hard to track what you’re trying to resolve or address.

Over last 13 years or so played a variety of D&Ds.

What broke the modern game was 3.0 which stripped out a lot of restrictions and downsides of magic and nuked defenses vs said magic.

3E and 5E spell DCs are out of whack. Hence why they're needing spells like banishment.

4E stretched out level 3-10 over 30 levels and stripped out tge worst offenders.

Rewriting the game itnt much of an option (if it was level 1-10 tweak things).

You can't really balance dailies without massive nerfs vs always on classes. You xan make the always on classes usefully later on in a variety of ways eg having magic fail more (spell resistance/immunity and saves).

Sample.
AD&D T-rex makes its saves vs spell 85% of the tone. 5E it fails around 75% of the time (assuming it's something like hold mobster/banishment).

Once PCs hot level 8 or so they can drop a big spell pretty much every encounter (eg fireball, hypotic patter).

2 spellcasters even of DM does the 6-8 enco7nters its very trivial.

That's assuming no 5MWD.
 


End of the day all I care about is that people have a class that they have fun playing and that the people playing feel like they significantly contribute to the game. For me, people I've played with? I don't see a major issue with fighters. Based on actual play number? Ditto.
Actual play number only tells the lesser half of the story. The recently revealed player satisfaction survey data clearly shows that people aren't happy. They still play the classes and subclasses, but they're dissatisfied.

That's a pretty clear rebuke to the idea that everything is fine, nothing to see here, no reason to change anything, move along.

5e helpfully reversed all that. Well, 5e didn't reverse removing restrictions from casters.
It seems to me that only one of these two statements can be true.
Apropos of the thread topic, I find the point raised that class imbalance is not, for most players, the big deal it can be to the "terminally online" crowd because it doesn't interfere with their realisation of their character concept (up until the point where it does, of course) to be very insightful. The neo-trad play of modern D&D just requires that characters can (a) feel awesome for their players to play and (b) fulfill the concept they desire (subject to the way that certain classes are more suitable for some concepts than others).
Again, this implies that there should never be player dissatisfaction from the "weaker" classes/subclasses, so long as the concept still appears. WotC's actual player satisfaction data proves that (a) people do keep playing these options but (b) their player satisfaction rating is low, often very low, sometimes less than 50%. (IIRC, Champion was specifically 54%, which if you account for margins of error, that's effectively the same as "people dislike it about as much as they like it.") Unless you think WotC is conducting bad surveys with faulty data, I don't see how it is possible to hold the "players really don't care at all about effectiveness, only concept." They DO care about concept! If they didn't, we wouldn't see so many of these underpowered classes and subclasses. But they also do care to at least some degree about effectiveness, which is why they keep playing things they're unhappy with.

Because it is complicated. Because playing something is not identical to loving it. Because you can love specific parts of something while hating or just not really liking other parts. Because it is possible to feel, intuitively, that something isn't quite right without knowing what exactly is wrong.

I vote for reinstating TSR-style play, or something like it.
I had not realized you were so keen on killing the game. Full TSR style play would do that. It is not in keeping with the expectations and interests of modern-era gamers. This style absolutely should continue to get support and some modern players love it just as some longtime vets do. But to make it the only properly supported style would kill D&D within five years. Murderhobo fantasy heistery where all that matters is the gold and every character that dies is instantly replaced with another cardboard cutout and PCs die every other session? Nope. Not gonna fly as fhe default experience. Doubly so if you try to bring back all the intentionally frustrating rules.

That's assuming no 5MWD.
Then you are assuming that one of the most serious balance problems of both 3e and 5e isn't going to happen. You are starting from a very, very flawed assumption.

As long as people can do the 5MWD and get significant power from doing so, they will. This is a fact. People will do this. The only solutions are to get increasingly and story-warpingly draconian about how every problem somehow cannot let a single night pass without overwhelming cost but can allow multiple hour-long naps to pass with no issues whatsoever. (Seriously, why 5e couldn't have kept short rests at 5 minutes, or even 10-15, I will never understand; it would have been better for literally almost everyone, especially if Champions had actually gotten some kind of simple, straightforward benefits from taking a short rest.)

Unless and until you fix the 5MWD problem, all of this stuff remains. That's literally why 5.5e is moving to PB-per-LR dependency for most things, and why they tried to eliminate the uniqueness of the Warlock (something I'm very glad they reversed course on.) Because the 5MWD is alive and well in 5e.

Personally, I think they should have done the reverse and made casters more dependent (or, rather, dependent at all) on short rests. E.g. remove one spell slot from every spell level up to 5th level. Then make Arcane Recovery a thing every class can do twice a day, recovering slot-levels equal to half class level (summed across all regular spellcasting classes.) That way, spellcasters are now dependent on getting at least two short rests every day in order to exercise their full magical mojo; if they go two battles and then call it a day, they're only getting about 2/3 of their full potential.
 

Every class in 5E can use TWF at 1st level and Fighters get a fighting style for it at 1st level, published in the players handbook.
And?

Seriously. And? What else? Because TWF sucks in 5e. It always has and I'm genuinely shocked to see anyone defending it now. The only reason it works for Rogues is that it lets them proc Sneak Attack more often.
 

What broke the modern game was 3.0 which stripped out a lot of restrictions and downsides of magic and nuked defenses vs said magic.
TBF, the classic game was also already broken in spite of those restrictions and punitive measures. Like I say sometimes, 1e at least tried for balance, just in a way that modern eyes look at and go "but that'd never work" - no, it didn't, but it tried.
4E stretched out level 3-10 over 30 levels
This statement has been perplexing me, since 4e scaling was comparable to prior eds and Heroic-Paragon-Epic covered the same things in concept, 3.5+Epic Handbook had.

But I finally see it.
3-10 is about the 5e sweet spot, the range of levels where a given ed of D&D is at least somewhat playable, after the random/pointless lethality of 1st level (and, in 5e, when everyone has their sub class, at 3rd) but before it falls apart at high levels.
Yes, 4e did stretch that out to cover all 30 levels.
 

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