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  1. EzekielRaiden

    Level Up (A5E) Level Up: Advanced 5th Edition Is Coming!

    Interesting. Not the direction I'd go--like I said, I'd prefer something more ribbon-y rather than mechanical--but not a bad direction to go if mechanical is what you're looking for. I have a 5e translation of the Summoner I've been chewing on for a while. At that level, it gets a...
  2. EzekielRaiden

    Level Up (A5E) Level Up: Advanced 5th Edition Is Coming!

    There is at least one that gets perilously close, however: Warlock 18. No spells, slots, cantrips, fancy arcana, proficiency score increase, or ASI. The one and only thing you get is your final invocation. While not a truly dead level, it's so close that I'm honestly surprised they left it in...
  3. EzekielRaiden

    Level Up (A5E) Level Up: Advanced 5th Edition Is Coming!

    You may be surprised to hear that "your preference gets demoted to being a side-load addendum to someone else's preference" is distinctly unpopular among fans of Warlords, Defenders, and generally crunchy 4e-style combat/mechanics.
  4. EzekielRaiden

    Level Up (A5E) [+] What features should a "Advanced 5E" have?

    Pretty much covered everything I'd want with this, particularly the bolded bits. This is an opportunity to show that D&D still has its tactical-combat teeth, that martial/caster balance is not a horrible awful bad thing but actually a really good and fun thing, and support a wider variety of...
  5. EzekielRaiden

    Level Up (A5E) Level Up: Advanced 5th Edition Is Coming!

    They're asking whether the ruleset fits with the way the D&D Next playtest was usually described early on: comprised of "modules," relatively large internally-consistent rules chunks that can be inserted or removed smoothly to "set" a particular play experience, more or less. One of the key...
  6. EzekielRaiden

    5E D&D Beyond Revisits Popular Feats

    Only real surprise is that Lucky isn't as high as I'd expected. War Caster wasn't on my mind for a top pick, but makes perfect sense. So many classes and subclasses cast spells and many want to do so without losing them. Much more surprising is that so many characters have feats. There's a...
  7. EzekielRaiden

    General Worlds of Design: A Question of Balance

    Did I ask for perfection? Have I ever even implied perfection was desirable? Because your entire point depends on me expecting perfection, and you may be surprised to know I don't expect that. I mean, for goodness' sake, I even said, "Will they always participate at absolute peak performance...
  8. EzekielRaiden

    General Worlds of Design: A Question of Balance

    No. If you take an action that would make anything "overdone," that isn't balance anymore. It's something else--or, you have used a tool or method intended to produce it incorrectly, and thus created non-balance. Like, take sound balance. There is no absolute "perform this action to create...
  9. EzekielRaiden

    General Worlds of Design: A Question of Balance

    There is no such thing. To be overly balanced is to be not actually improving the quality of the work. This is like saying that an article or clothing is "overly tailored" or a musical instrument is "overly tuned." To be "overly tuned" (if such a term were even used) would actually mean being...
  10. EzekielRaiden

    General Worlds of Design: A Question of Balance

    If something is, as you say, "overbalanced," then it isn't balanced anymore. Since I am advocating FOR balance, I am obviously NOT advocating for overbalance. As that would--literally--be not the thing I'm advocating. I grant you that things that have become sterile are bad. Show me where...
  11. EzekielRaiden

    5E [Poll] Are any of the base classes too weak?

    Fighter and Ranger, without question. Barbarian and Sorcerer, with some minor caveats. That is, Fighter and Ranger are, from multiple not-too-difficult analysis perspectives, designed in ways that work well with neither the way the designers intended 5e to be played, nor how it is actually...
  12. EzekielRaiden

    General Worlds of Design: A Question of Balance

    I'll certainly grant that. But I think it shows yet another aspect of the (thorny, sprawling, everpresent) balance problem with 3.5e that the Rogue can have one of its few Special Things negated so, so easily, while it takes a Wizard hyperspecializing in specific, easily-countered options to end...
  13. EzekielRaiden

    General Worlds of Design: A Question of Balance

    Given three of my players are my three closest friends (to the point that I spend almost all of my social time with one or more of them), and the fourth is a roommate of one of the others? Yeah, no, not gonna happen.
  14. EzekielRaiden

    General Worlds of Design: A Question of Balance

    I actually don't--my players can be frustratingly passive. It's an issue...mostly for me, ironically. The players are having a blast. I'm frustrated, 'cause I feel like I dangle interesting, relevant plot threads, opportunities, and intrigue and it...doesn't get investigated until I force the...
  15. EzekielRaiden

    General Worlds of Design: A Question of Balance

    Er...have you seen the variety of PbtA games? Monsterhearts is Teen Monster Romance (and, uh, other things teens do). Masks is budding superheroes. Grim World (which has lovely mechanics, but I don't like the fluff) is "dark fantasy" (possibly with just a little "weird fantasy" a la LotFP). The...
  16. EzekielRaiden

    General Worlds of Design: A Question of Balance

    Sure. I just wish we would actually try to design games that way, instead of insisting that no-testing hobbyist game design is always the end-all, be-all. You're still talking about a spotlight. That is the very problem I'm talking about. There is no need for a spotlight when the rules...
  17. EzekielRaiden

    General Worlds of Design: A Question of Balance

    "Spotlight balance" Is a pernicious goal IMNSHO. It doesn't work nearly as well as advertised, in large part because it's so, so easy to fool (by making, or merely being, a character worth paying attention to regardless of the rules) or manipulate (by exploiting social contracts/gentleman's...
  18. EzekielRaiden

    General Worlds of Design: A Question of Balance

    I appreciate your calmer response here--it's not an easy thing to admit overreaction. However, this does present us with a valuable new question to ask: If I am one of those players who struggles with the ultra-creative/ultra-adaptive solutions in play, why is it a good and necessary thing that...
  19. EzekielRaiden

    General Worlds of Design: A Question of Balance

    I'd be curious what you think the other half is. But, to answer your question: The designers have expressly said that they want this to be a game about Combat, Exploration, and Socialization (the "three pillars"). That means those are the most key, most fundamental components of the play...
  20. EzekielRaiden

    General Worlds of Design: A Question of Balance

    It has a perfectly cromulent definition, people are just rather bull-headed about which one they advocate. Mine isn't complicated to say, but is inherently contextual to apply: "A balanced game reliably meets the expectations, and produces the play experience, for which it was designed."...
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