D&D 5E 2/18/13 L&L column

The way I see it:

Ideally, every character contributes for the party to overcome one challenge. Four PCs mean four challenges, regardless of class. Put a fifth character there, and you can face a 5th challenge. They just do it in different ways:the cleric keeps hp from dropping to zero, fighters kill things faster, rogues help achieve surprise/ambush and wizards neutralize multiple foes.

The presence of a cleric moves the "HP loss dynamic" one step closer to "easy": from "dowhill slope" to "slope-with-spikes", from "slow-with-spikes" to "up-and-down".

My preference would be for every character to have a way to "take a breather" during combat, without needing outside assistance. In Star Wars Saga Edition and 4e, this was Second Wind (a daily resource in SASE and an encounter resource in 4e). For one, it serves as a way for the characters to ease up a bad die roll (or a good DM's roll). For another, it eases the pressure on the cleric to keep everyone up ("don't put your eggs all in one basket" and all that. So, IMHO, I'd prefer a "slope-with-spikes" hp loss dynamic, which the presence of a cleric can turn into "up-and-down". Not only can characters be bolder and more heroic in their tactics, but the DM also has more leeway to design adventures that push the characters to their limits.
 

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Maybe I can turn the question around, for those who think that having a cleric in the party should increase the party's endurance, so that (say) a party who replaced the cleric with a fighter, rogue, wizard, monk, etc. would only be able to take on four encounters before it needs to rest while a paty with a cleric will be able to take on five encounters before it has to rest:

What should a party with a cleric be giving up, in order to balance its greater endurance compared to a party that does not have one?

One answer could be nothing, in which case parties with a cleric are simply better (in general) than parties without clerics. The problem with this approach is that it then creates an incentive for players to run a cleric (or for groups to require someone to run a cleric) for powergaming rather than thematic reasons.

One answer could be offensive ability, but an increase in offensive ability also directly contributes to endurance. If the party is able to kill its enemies faster, so that they cause less hit ploint damage, the party is also able to take on more encounters. Hence, if the loss in offensive ability is more than offset by the cleric's healing abilities, then we are back to the party not really giving up anything by having a cleric.

Are there any others?
 

Which means that anything that lets them handle more challenges is required for efficient play. And if a cleric alone enables the party to have more challenges, the cleric is going to be required.
Can you define "required" for me? What makes a class required? It being part of the most efficient play? Is the same true of feats, skills, and the like, too? I'm curious, because I don't see "things that make for the most efficient play = required", but I don't want to misinterpret you.
My problem is that forcing someone to choose between playing the character they WANT to play, and playing the character they feel the MUST play (or weaken the entire party and create a more difficult challenge for everyone) is an unfair choice to force someone -- especially a newbie -- to make. I don't think D&D players should have to choose between effective in mechanical terms and cool in their own minds. If the cleric is better than any other class, that's a choice we're forcing on them.
What here makes the cleric "better"? That it boosts the other classes? That your party has more stamina? More survivability? Why is "better" being judged on those terms? Why not fun? Or how well it does its job? Or raw power? Or melee combat? Or spellcasting ability? Or exploration ability? Or social interaction ability? Or anything else?

I don't quite get the argument, which I think might be my failing, since we're over 30 pages into this discussion. Clerics are required if you want the most efficient way to add stamina and survivability to the Basic game; I can agree with that, sure. Just as Rogues might be required if you want the most efficient way to explore dungeons (or talk to people), and Fighters might be required if you want the most efficient way to kill enemies quickly. Right?

No... right now it's a choice that YOU are forcing on them, under the mistaken belief that if a party with a cleric can accomplish an extra encounter over one that doesn't... that makes a cleric REQUIRED. Which is complete and utter hogwash.
This is about how I feel, but with less bolded capitalization, and less "hogwash" in mind. My group has used all Fighter parties (even in 3.5), all cleric parties, all wizard parties, and all rogue parties. We think "hey, wouldn't it be cool to have all the same class" and have done it. We've had parties with no magical healing, and parties with no melee combatants. And in all of these, we've never felt pressure from one another to optimize our PCs for maximum team play. We've agreed to do that once or twice, but there's never any pressure; if someone says "that's not what I feel like doing", it becomes "well, what do we want to do instead?"

I get that people might have the feeling that "it" is "required" if "it" makes the party "better" somehow. That can make a problem for some groups, since some groups are more pressuring than mine. But here's the thing: to get rid of "better", you have to get rid of system mastery, you need to get rid of different ability scores, class abilities, and the like. The Rogue will be "better" than everyone else because it has more skills (or... ick... skill dice, or whatever)! The Fighter is better because it does more damage! The Wizard is better because it has powerful spells! The Cleric is better because it has healing!

Yeah, that's true, I guess. They're good in their areas. But that's kind of the point. They are not required to play, but certain combinations make for "more efficient" parties when pursuing certain goals, yeah. I'll give you that. But again, unless you get rid of the differences between classes, you really wind up with each class in Basic being "required", don't you? As always, play what you like :)

I'm mostly gonna repeat what I said to DEFCON 1: I feel like this part of your post is a very passionate point against something that no one is really arguing for.
Disagree. I'll explain below.
Just because clerics aren't necessary doesn't mean that they don't matter. They could still be the only ones in the basic game capable of restoring hit points, even to other characters, outside of a rest. That's a potent niche. It's just not a necessary one, unless the designers make it so.
Right. See, you make it sound like we agree, here. Earlier, however, you seemed to be making the argument that if Clerics are the only one who can heal, and the other classes can't mitigate damage (which again, I have no problem with), then Clerics become necessary. This is what people are disputing.

Just because Clerics could theoretically be the only class in Basic that can heal damage, and none of the other three classes can mitigate damage to themselves (or others), it doesn't make Clerics required. And when you seem to be saying "but they are" (for efficiency, I think), then you have people like DEFCON 1 and Bedrockgames making their arguments, and me saying "then Fighters, Rogues, and Wizards are also required. If you don't want that, remove differences." Which, obviously, nobody wants the classes to literally be the same, but it's to demonstrate that each class helps tremendously in its area of specialization, and that that's okay.

I'll leave you with the words of a wise man who posts on these boards, Kamikaze Midget: "Just because clerics aren't necessary doesn't mean that they don't matter. They could still be the only ones in the basic game capable of restoring hit points, even to other characters, outside of a rest. That's a potent niche. It's just not a necessary one, unless the designers make it so." As always, play what you like :)
 
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Maybe I can turn the question around, for those who think that having a cleric in the party should increase the party's endurance, so that (say) a party who replaced the cleric with a fighter, rogue, wizard, monk, etc. would only be able to take on four encounters before it needs to rest while a paty with a cleric will be able to take on five encounters before it has to rest:

What should a party with a cleric be giving up, in order to balance its greater endurance compared to a party that does not have one?
I don't think I understand the question yet, but I am honestly trying to. Balance in what way? I have some context from the thread, but there's a lot of cross-chatter, and I don't want to write a long reply on something you aren't asking.
One answer could be nothing, in which case parties with a cleric are simply better (in general) than parties without clerics. The problem with this approach is that it then creates an incentive for players to run a cleric (or for groups to require someone to run a cleric) for powergaming rather than thematic reasons.
Is the balance you have in mind related to number of encounters you can fit into a single day, then? If so, can you briefly summarize it for me? I just need something to work with, it doesn't need to be more than a line or two (but more isn't bad if you want to go long). As always, play what you like :)
 

Can you define "required" for me? What makes a class required? It being part of the most efficient play? Is the same true of feats, skills, and the like, too? I'm curious, because I don't see "things that make for the most efficient play = required", but I don't want to misinterpret you.
If a feat made you double as effective as those who didnt chose it.. yes that is a pretend choice. A meaningful choice can have situational negative implications and positive implications with regards to other choices but the Cleric who extends the performance of the party by one encounters worth (and subsequently performance within those encounters the way battle works) amounts to a non-choice with no drawbacks.

A choice that results in an all around more capable party isn't meaningful... or should I say it makes not choosing it the stupid option.
 
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What here makes the cleric "better"? That it boosts the other classes? That your party has more stamina? More survivability? Why is "better" being judged on those terms? Why not fun? Or how well it does its job? Or raw power?
In combat healing increasing the party to push on longer by twice as much as other classes (that is the example) allows the party to push on within a given fight or within a given day is a measure of "raw power" in fact its a very good measure battlefield goal achievement. When my striker knocks enemies out faster it is his way of allowing the party to push on longer as the enemy can no longer harm the rest of the party... and a healer in a fight who brings him back in to battle gets credit for what he accomplishes subsequently as well.

My fighter aids party survivability... adds to there stamina... adds to there power... a good measure of how much he does so.. could be synopsized exactly the same way we are talking about the Cleric...

Classes have there own jobs in a fight but this happens to be a way to measure how well they do any of them and it works across classes.

And of course fun is subjective...and varies player by player so it would be damn silly thing to try and measure classes based on dont you think.
 
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I get that people might have the feeling that "it" is "required" if "it" makes the party "better" somehow. That can make a problem for some groups, since some groups are more pressuring than mine. But here's the thing: to get rid of "better", you have to get rid of system mastery
We absolutely dont want Class choice to be system mastery... and in fact most of us want System Mastery to be marginalized on the whole.
 


If a feat made you double as effective as those who didnt chose it.. yes that is a pretend choice. A meaningful choice can have situational negative implications and positive implications with regards to other choices but the Cleric who extends the performance of the party by one encounters worth (and subsequently performance within those encounters the way battle works) amounts to a non-choice with no drawbacks.
Well, it means you have a Cleric in the party, for good or ill. Having a cleric in the party has always been a big RP decision, from my experience, and greatly effect party choices outside of combat more than how combat works. Again, in my experience.
A choice that results in an all around more capable party isn't meaningful... or should I say it makes not choosing it the stupid option.
You mean if you're trying to make the most "capable" party, right? Otherwise, this doesn't follow. What if I'm not concerned about that extra encounter each day? Or healing quickly? Or what if I'd like it, but I value other things more? Do you see what I mean?
In combat healing increasing the party to push on longer by twice as much as other classes (that is the example) allows the party to push on within a given fight or within a given day is a measure of "raw power" in fact its a very good measure battlefield goal achievement.
I wouldn't define "raw power" and "battlefield goal achievement" as the same thing at all, but they're often closely related. And, I believe the example being used is 5 encounters per day with a Cleric, as compared to 4 without it (not 8 as compared to 4). And again, what if I value something higher than "encounters per day"? That would make the Cleric sub-optimal.
When my striker knocks enemies out faster it is his way of allowing the party to push on longer as the enemy can no longer harm the rest of the party... and a healer in a fight who brings him back in to battle gets credit for what he accomplishes subsequently as well.

My fighter aids party survivability... adds to there stamina... adds to there power... a good measure of how much he does so.. could be synopsized exactly the same way we are talking about the Cleric...
...right? I covered that. I think we're agreeing here? Both the Fighter and the Cleric are now "required", right?
Classes have there own jobs in a fight
Disagree. This is mostly edition-specific.
but this happens to be a way to measure how well they do any of them and it works across classes.
Right, so... if you value social interaction and exploration, and don't value combat at all, then a Cleric is nice, but a Rogue is usually a lot better, right? The Cleric has his place in that scenario (some knowledge, healing after traps, or whatever), but the Rogue has a lot more he can contribute. He is now "required" for optimal play, while the Cleric is sub-optimal.

The point is, basically, that you're setting things up in a light that makes the Cleric "required" when you don't need to. Is the ability to do 4 encounters in a day going to be more than enough for many groups? Probably. For them, the extra one encounter/day from a Cleric is wasted. It's sub-optimal. And this would be even more true in your example (where the Cleric adds 4 encounters per day on top of the normal 4).

For other groups, the ability to go for 5 encounters (or 8, or whatever) instead is very valuable. It depends on what the table values. Which brings me to...
And of course fun is subjective...and varies player by player so it would be damn silly thing to try and measure classes based on dont you think.
Um, right? That's my point. Very rarely do I have more than two combats in a day, and rarely that in a short time period. In this, the extra one (or four) encounter(s) per day from the Cleric would be worthless. He could still heal the party, so they can get around while at full HP, which is just awesome still. So it's not like he's not useful.

But, people saying that the Cleric is "required" because of that extra encounter per day are only saying that because they've defined "required" in a way that mandates that. It's not necessarily the case. So, like you pointed out, much like you can't design towards "Fun", since it varies from table to table, you can't really have a blanket "Cleric is required to play" statement without people like me going "wha--?" Because it just doesn't seem required to me.
We absolutely dont want Class choice to be system mastery... and in fact most of us want System Mastery to be marginalized on the whole.
O....kay?
I really don't get how this issue could be perplexing, the parties ability to last out the fight is as clear a measure of power for the party as anything. A class substantially increasing that far more than others ... even when that is done by aiding others its imbalanced and not desirable its putting a finger on the scales of choice.
But the Fighter is killing things so much faster than everything, so he's preventing damage you'd take; he's now "required", too. And the Rogue is so much better at dealing with noncombat situations than everyone else that he's now "required", too. And the Wizard has such varied and powerful spells that he's now "required", too. Each one has a niche that you can play without, there's just consequences for doing so. The Cleric, with healing, is no different in this respect. It's just a different aspect of "power" for the group. As always, play what you like :)
 

I wouldn't define "raw power" and "battlefield goal achievement" as the same thing at all, but they're often closely related.
Stamina X immediate power = Total Raw Power.

And, I believe the example being used is 5 encounters per day with a Cleric, as compared to 4 without it (not 8 as compared to 4).
The amount he adds to the party is 2x as much as the other characters add... the example cleric allows the party not the same increased staying power of a fighter who knocks enemies down faster.... but twice that.

F + F + F + F party succeeds at 4 encounters

F+F+F+C party succeeds at 5 encounters.

C= 2F
 

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