D&D 5E (2024) 4 Objective Ways of Rating Power?

Zardnaar

Legend
So the Dungrin Dides when they rate a feature use 4 criteria.


Impact
Basically how powerful it is.

Frequency
How often it fires/triggers or can be used

Value
Things like opportunity cost. Comparing to different subclasses for some class.

Synergy
Self explanatory.

Somewhat subject as to how you rate things in those categories. Internet rates impact very high i like frequency more for example.

Your thoughts?
 

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It's a logical approach, I just don't think it works as anything other than a more structured subjective way of thinking about it ... at least not without plugging in a lot of more-or-less arbitrary numbers.

For example, what is the impact of a hold person spell? It depends on the number of humanoids the party is facing, how often those humanoids save, and most important how much of an impact on the game it has. A dangerous leader type that needs the support of minions fails the save? Big impact. One soldier out of a half dozen similarly powered soldiers? Less so. Even as a DM for a group I can't really answer how often each scenario will apply until I've thought about the session and designed the specific encounter.

Trying to come up with reasonable numbers for each category? Great in theory but too many variables.
 

It is always situation dependent. How many times have we had a discussion on something like fighters suck or rangers suck, or.... If the game played favors that, then it does not suck. But other peoples game doers not highlight this and it does. Certain spells or feats or blaster mages vs divination mages.

One way I generally determine power is if it becomes the default or must have. We can pick spells that we all think fit this and feats that one needs to have.

What point is the power of something become a problem is the next question and need. Finding a way to must have Eldritch Blast forced it to become a class feature instead of something any caster can take. I think it needed this, but I'm sure many would disagree and felt it was fine. Same with spells that multiclassing combos.
 

It is always situation dependent. How many times have we had a discussion on something like fighters suck or rangers suck, or.... If the game played favors that, then it does not suck. But other peoples game doers not highlight this and it does. Certain spells or feats or blaster mages vs divination mages.

One way I generally determine power is if it becomes the default or must have. We can pick spells that we all think fit this and feats that one needs to have.

What point is the power of something become a problem is the next question and need. Finding a way to must have Eldritch Blast forced it to become a class feature instead of something any caster can take. I think it needed this, but I'm sure many would disagree and felt it was fine. Same with spells that multiclassing combos.

Rangers suck at damage a d even tgats more lvl 10 or 11. That parts not really subjective. They miss the damage boosts other classes get.

If you dont reach those levels you wont notice and they're actually good lvl 1-5 subclass depending.

Rogue damage is also mediocre. I saw an assassin get somewhat deflated with a berzerker in the party.

Damage is easy to rate it less subjective. When people say XYZ class sucks theyre basically referencing combat.
Holds person is great its not as good as command.

Some people think lots of spells are great, experience you only need to spam the best ones 90% of the time and have may 3 or 4 ones prepared (single target, few, many).
 

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