D&D 5E 2/18/13 L&L column

But the Fighter is killing things so much faster than everything, so he's preventing damage you'd take; he's now "required", too.
Awesome you are almost getting and yes If that fighter is doing that 3F+C == 3F + F and all is great and balanced.

The Healer added to the party should have the same effect on party potency as the fighter.
Note one place the Clerics power is expressed is when they enable the fighter to be in the fight after he normally would have been downed .. this allows more powerful fights to be overcome than they would have before...
 

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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). :)
I said he added twice as much as others not that he doubled the party encounters.... >? your math is hyjinxed.

And healing mid fight also allows bigger fights... I can keep the party fighting against bigger enemies longer... the same capacity to extend the day allows the wins not possible.
 

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
The thing is its 5 encounters per day with a Cleric and 4 with a Figher in his place at the table

Healing is a battlefield activity
 

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.

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).
I think the individuals' definition of balance really goes to the heart of this discussion and is the reason for the apparent disconnect which has caused this thread to just keep going.

My fundamental premise is that in the ideal situation, there should be nothing that would bias the selection of one character class over another apart from the preference of the player. In other words, the other players at the table should be indifferent whether someone chooses to play a fighter or a cleric.

Before we go any further, let me acknowledge that some groups like to "cover all the bases", and ensure that there is at least one fighter, one rogue, one wizard and one cleric in each party. I am not presenting a scenario in which there are four players in a campaign, three have already decided to play the fighter, the rogue and the wizard, and so the fourth "has to" play the cleric. I am looking at a scenario in which all the bases are already covered (say, there are five players and the party will "double up" on one class) or it is impossible to cover all the bases (there are only two or three players). In such circumstances, in my ideal system, none of the classes would be considered more "essential" than any of the others.

So, in order for that to occur, there must be at least relative disadvantages to offset any advantage that a class brings to the party. My personal preference is for each class to be able to contribute relative equally (altough not identically) to the resolution of each challenge. So in combat, a rogue may be able to kill the opponents quickly, reducing the attacks they make against the party and hence, the damage dealt to the party. A fighter might be able to encourage the enemy to attack him instead of more vulnerable party members, reducing the damage dealt to the party. If a cleric were to replace the fighter or the rogue, he would not be able to reduce the damage dealt to the party, but he would be able to heal it later. So, in terms of the party's overall combat endurance, it doesn't matter whether someone chooses to play a fighter, a rogue or a cleric.

Now, others have mentioned that a cleric should ideally increase the party's combat endurance. It seems to me that if the addition of a cleric increases a party's combat endurance by more than the addition of a fighter, a rogue or a wizard, either the cleric is more powerful than those other classes, or the cleric has a relative disadvantage in some other area compared to these classes. My question was whether those who proposed that the addition of a cleric should increase the party's combat endurance by more than the addition of any other character class were willing to accept that the cleric should be more powerful than any other class, or, if not, how they would balance this advantahge. (For example, if there are combat, interaction and exploration pillars in an adventure, and the cleric contributes more than the fighter in the combat pillar, then it probably should contribute less than the fighter, and by an approximately equal amount, in the interaction or exploration pillars for it to be considered balanced.)
 

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.

I've said a few times that the level to which that "requirement" is felt is going to be different at different tables, but the basic idea is that a prospective player shouldn't have to choose between being effective and being the character they want to play. Any character they want to play should be as effective (generally, in different ways) as any other. If a cleric makes the party more effective, that forces the choice: If I'm not interested in playing a cleric, and the party doesn't have one, do I play a cleric anyway to make the party more effective, or do I play any other class, and thus make the party less effective?

"Necessary" happens when a party without a cleric isn't going to be able to get as much XP between recharges by RAW as a party with one. If the player chooses not to play a cleric, the party will suffer in terms of not being able to meet their goals (inasmuch as goals are measured in XP).

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?

The metric is largely a mathematical one of XP earned between recharges. This maps, in general, to the level of challenge a party can face: a party with a cleric like some are proposing would be allow the party to face a greater challenge than a party without one (and with any other class instead).


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?

Not exactly.

Every character in 5e measures progress toward their goals with XP. This is because XP serves as a measure of challenge: a critter (or, presumably, other obstacle) that is harder to beat is going to be worth more XP, and the more critters you beat up (or places you explore, or intractable political opponents you persuade to back down, or whatever), the more XP your party earns. Overcoming these obstacles is going to cost you something -- in combat, it costs you HP. The harder a thing is to beat, the more it costs you. You determine what things you can beat as a party by comparing your existing resources (HP) to what it might cost you (the damage you will take) to determine if you can tackle the challenge or not.

If a cleric (or any other "designated healer") is designed to make the party go on longer, a party with one is going to earn more XP, by fighting more creatures, or by fighting tougher creatures, or otherwise taking on bigger challenges. Because of that, they'll make more progress toward their goal (the goal being XP).

So, the ultimate effect is that adding a cleric to the party gets you closer to your goals faster than adding any other class. It's like saying "Because you're playing a cleric, everyone at the table gets 20% extra XP each time we play."

And so you have a person who might not want to play a cleric having to choose between giving everyone at the table more XP and faster progress to their goals...or playing a character they want to play.

Clerics would do this by virtue of making the party more robust and able to withstand punishment than it would be without one. In comparison, a party that swaps out a fighter for a rogue might just focus more on Sneak Attacks; a party that swaps out a rogue for a wizard might rely more on divination spells; a party that swaps out a wizard for a fighter might rely more on tricky maneuvers....etc.

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?"

This is personal, though. At the basic level, which is facing newbies, we can't know if they're going to care about effectiveness, or if they're going to be playing in a group that cares about it or not. And I'd prefer not to create a situation where that choice needs to be made -- it's a false choice.

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!

If the cleric uniquely has the power to expand the adventuring day, it would be like the Fighter being the only one capable of making damage rolls, or the rogue being the only one allowed to make Perception checks. The point is that these things should be things that any character is capable of (the cleric might be the best/most versatile/most useful/whatever, but a fighter or rogue should be able to do it, too).

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 :)

A cleric made in this mode is the one who gives you progress toward any goal, by giving you more XP.

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.

I hope I've given enough maths and evidence that this is a legit concern if Clerics are the only ones that can extend the length of the day.

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.

If they're the only ones who can do that, there is pressure to choose them over another class that cannot do that, for the purposes of meeting the party's goals.

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 :)

Pfft, I'm just some jerk on the Internet with kind of weirdly strong opinions about magic gumdrop elves. ;)
 

Disagree. This is mostly edition-specific.
Gygax talked about the responsibility of the fighter to protect his squishy allies at considerable length I think it was in the 1e DMG, roles werent just invented... and the Classic party composition from which we get the original classes, was purportedly inspired by the US Army fireteam.
 
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I really hope they're not making any decisions for the game based on encounters per a day. What a horribly boring and irrelevant way to measure progress in an RPG. We have an exciting and fun history in this game and I'd much rather them make decisions based on the classic elements of the game than on progress toward a perfect series of combats in any given day. Blah.

Clerics do what they do. They heal, they buff, they support. They keep on the keeping on. As noted before, I hope the cleric continues to be a necessary and vital choice for any adventuring party, along with the fighter, rogue, and wizard; and I hope they continue to do it in a way that is reminiscent of the earlier editions of the game.

Most of all, I hope they leave all the important decisions of the game up to the DM and not the rulebook.
 

Most of all, I hope they leave all the important decisions of the game up to the DM and not the rulebook.
False dichotomy. In a game with strong design and some idea of basic modern elements like an ability to estimate "encounter difficulty" and "daily attrition," a DM is still making all the decisions. The main difference is that he's got a better idea of what might kill the party outright and what will be a cakewalk. It's a ruler, not a straitjacket.

-O
 


False dichotomy. In a game with strong design and some idea of basic modern elements like an ability to estimate "encounter difficulty" and "daily attrition," a DM is still making all the decisions. The main difference is that he's got a better idea of what might kill the party outright and what will be a cakewalk. It's a ruler, not a straitjacket.

-O
Yup the tools for estimating capability of adversaries and likly results have improved... ooh look "I am going to use this random table and blame it for the TPK I just inflicted on the party." - just doesnt do it for me.
 

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