Tony Vargas
Legend
Again, to be clear what I mean when I say balance: A game is better balanced the more choices it presents to the player that are both meaningful and viable.
Limiting player choices can make sense, in support of the genre or themes of a game or campaign, but presenting imbalanced choices is a poor way to do so, especially if that includes trap choices. Simply not presenting inappropriate choices is much simpler.
Conversely, balance supports more player choices. It's essentially a mechanism of compromise that allows players who want somewhat different things from their characters or from the play experience to play together without ruining the game for eachother. (Of course, perfect balance isn't achievable, so that really only means a better chance of achieving those things.)
5e moved pretty close to not offering martial options, at all, in the PH, with every class able to access spells in some way under some sub-class, but did offer 5 (or 6 depending on how you feel about Ki), specific sub-classes that did not. Since they're presented to players as equivalent choices (there's no 'cost' to choosing EK or Bladesinger, nor consolation prize for choosing Champion or Thief), they should be balanced as such.
On the contrary, opposing balance could be about forcing the game into a narrow aesthetic, because imbalance limits worthwhile player facing options, marginalizing the resulting PCs even if players opt for them in support of their preferred concept.The question is supposedly how to change it to achieve this "balance" some players want and the relevant point in this discussion is that it is A LOT more about advancing the aesthetic THOSE INDIVIDUAL PLAYERS want than it is about actually achieving balance
Limiting player choices can make sense, in support of the genre or themes of a game or campaign, but presenting imbalanced choices is a poor way to do so, especially if that includes trap choices. Simply not presenting inappropriate choices is much simpler.
Conversely, balance supports more player choices. It's essentially a mechanism of compromise that allows players who want somewhat different things from their characters or from the play experience to play together without ruining the game for eachother. (Of course, perfect balance isn't achievable, so that really only means a better chance of achieving those things.)
5e moved pretty close to not offering martial options, at all, in the PH, with every class able to access spells in some way under some sub-class, but did offer 5 (or 6 depending on how you feel about Ki), specific sub-classes that did not. Since they're presented to players as equivalent choices (there's no 'cost' to choosing EK or Bladesinger, nor consolation prize for choosing Champion or Thief), they should be balanced as such.
Last edited: