A simple fix to balance fighters vs. casters ?

Foresight breaks the chain by never allowing the wizard to be flatfooted.

Wizard has to sleep sometime!

;)

haha...seriously though, as I said, obviously easily broken. Beyond that Clerics can easily counter wish even, a Cleric unready or poorly designed could easily lose to a well designed well prepared Fighter, and though somewhat silly in tone above, the Fighter DOES have to sleep sometime too!

Plus, even the all ethereal Ninja (originally complained about when it appeared in the Complete Adventurer may be the one caught unawares by the Wizard!

So, just a loosely jointed way that kind of shows all classes do have weaknesses that can be exploited by others, sometimes it's just as simple as someone else pointed out in the thread, something the Wizard didn't expect (his fighter buddy attacking him) is enough to one shot the Wizard to death even though the pattern doesn't fit in the Quadrumvirate.
 

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Good post...

Refreshing to talk with someone who doesn't resort to ad hominems and thinly veiled insults.

Let's start with something we apparently both agree on.

1) Any class which has more options/resources is going to present more challenges for a DM than those that have less options.

This isn't a revoluationary concept, nor is it brilliantly insightful. It's self-evident. But I would believe that many players/DM's have never conceptualized it i.e. understood why high level Spell Casters were chumping their campaigns. IMO, this is the most the Tier system has to contribute. Pushing Jaronk's analysis for greater granulity (as he does) is frought with issues.

The Tier system assumes that the classes are being compared with the same amount of optimization and player skill. To say that someone "beat" a T1 cleric with a T3 beguiler says nothing about their relative tiers.
Amen. Now do me a favor and add this reply to those select few in this thread who keep thinking 1v1 proves something about Jaron's ranking.

Tier system says that (A) if the player of the T1 class had the same skill and had optimized his character to the same degree as the player of the T3 class, the T1 character would have more versatility and problem-solving capability
He says that..but it's little more than proof by assertion. I'm referring to the assertion that the rankings hold true as long as they have the same skill/optimization. JaronK makes a flawed induction. There's a very simple way to illustrate this. If you sit a carrot at the game table and alternatively give it a fully optimized (whatever that means) Wizard and a fully optimized Fighter, which Class will prove more useful?

Low optimization and skill is going to squash any true "power/versatility" curve down to a flat line. Jaronk fails to consider this. Now, does JaronK provide us with a skill+optimization matrix versus class? No. There is no metric for determing the comparative skill/optimzation, or lack thereof, in the people in your group and matching that up with how much of a difference it will mean between Tier 1 and Tier 6.

Moving on...
The Tiers are not about who can beat whom in a fight
Please keep repeating that for the benefit of others who haven't seemed to grasp that concept when making their objections.


The Tiers are about what putting X amount of effort into a class and Y amount of player skill will do--
It doesn't do that at all. JaronK never mentions what amount of skill or optimization we are talking about. He makes a blanket statement and then adds in a few caveats that are completely underemphaised. Kind of like the fine print on the bottom of a pack of cigarettes compared to the entire add: all the cool people smoke, but these things could kill you.

Likewise, nonsi's well-played beguiler is an example of an optimized T3 class being played with a lot of skill vs. a not-so-optimized T1 class being played with less skill...
How much better is Nonsi than his friends? How much more optimization has he put in? Can you provide me with a metric that allows me to compare them? How familiar is the DM with Beguiler class to begin with? There is a underlying point being made here at it's crucial to a later point: these things are immeasurable from any quantitative standpoint...but yet JaronK says we can quantize the classes. Do you see the inherent problem? You respond to this notion...so we'll come back to it.

Why is that? Is it because the Tier system is bogus?
I'm not saying that JaronK's system is bogus. I am telling readers to determine if the assumptions which are the basis of the analsys are valid for their campaign. I'm also pointing out problems with his analsys which affect the accuracy of his analysis. As I said, and to which I believe you agreed, if you give any class unfettered access to "magic," that class will have more options and be harder to account for than any class that does not have access to magic.

...It's because the bard's player is the tactician of the group and is usually the one to come up with the best plans, and knows where a single suggestion can turn the tide of battle.
Your anecdote underscores my point. The assumptions of the Tier system aren't valid for your campaign, nor were they valid for Nonsi's. Neither of you have PC's with equal skill/opt across classes. Now let me ask you...how many times have you as aDM'd ever had equal skill and optimization across all the classes?

Yet, JaronK is advocating the nerfing of Wizards compared to Monks...right out of the box. Jaronk suggests you should ...at the very moment you roll the character...give classes different point-buy totals based on their Tier ranking. Yes....yes...it's all in the context of equal skill. Okay...so what happens when the skill levels/effort put into a build are different? How does one modify the point-buy? Not too clear on that point is he?

Again, the Tier system isn't saying "T1 classes always automatically make all other classes inferior,"
Not precisely, but he does goes over the top in suggesting that very thing. He says the rankings are valid no matter what equal level of skill/optimzation you have. He only offers ONE set of Tier rankings.m He suggests you nerf from day one. He suggests you don't even allow Tier 1's to play with Tier 5's. The vast majority of his discussion in his thread is about defending his Tier system, not pointing out where it's wrong or that it is being missued.

The Tiers are not defined on the necessity of outperforming lower-Tier classes, merely on their ability to do so--
Under what set of circumstances? How well do those circumstances represent any individual DM's campaign?

if the wizard in your game wants to fill a certain role, he can do it, whether the role is blaster or tank or summoner or party face or whatever else, but it is not required that he do so.
And performing those roles comes at an opportuinty costs. So under Jaron's logic. The average person playing a Wizard can out "role" the Fighter (who is played by an average person as well) at his job--killing and tanking--and do all of the tasks that are required of him as a Wizard...all from levels 6-15? Are you going to support that as a truth?

The problem is all of JaronK's "proofs" are based on power/gaming. They aren't based on equal levels of skill. They are based on a Wizard having a high degree of skill.

1) Divinations. *** "Does [name of BBEG] have any protections against teleportation in his stronghold?" or similar can help tailor your spell list to fit what you will encounter.
And it never occured to BBEG that some spell caster might be trying to find out that exact thing? I mean this is my point. Spell casters with access to all the spells in the book have been around for 1000 years in any D&D campaign. I swear its like an 11th level Wizard is Cortes discovering the Aztecs.

2) Leaving slots open. *** if you've left slots open in the morning; you can be ready with the right spells for the situation in 15 minutes. Alacritous Cogitation, Uncanny Forethought, Rary's spell engine, and other feats and spells can let you cast the right spells right out of your spellbook in a matter of rounds instead of minutes.
See my response to #1 above.

3) Items. Wizards get Scribe Scroll for free; good wizards take those spells that are only useful every so often and keep a scroll of them around for when they're useful. Pearls of power ....
This seems a common response when people are confronted by the spell limitations of Wizards. JaronK specifically states that using items doesn't make that class better...because all classes can use items. Its irrelevant if the Wizard can make the scroll as a Class ability because a) He can't do that at the start of combat; 2) Any class can either buy or have an item with any particular spell custom made e.g. Boots of Free Movement, Potion of Mind Blank. Is there any restriction on what can be made in to a potion? A Masterworks potion belt lets you drink potions as a free action. So if Wizard can do it with a scroll made before the adventure...a Fighter can do it with a potion.

Yes, if the wizard needs to have one specific spell a half-dozen times in quick succession, he isn't likely to be prepared for that specific eventuality
So you're saying there's usefulness in a non-caster who can do something in quick succession half a dozen times?
but as long as the wizard has something vaguely relevant he'll be fine.
I'm not sure what's vaguely relevant to Water Breathing...but now you're in the middle of a wholly subjective judgment call and I won't try and try to argue yea or nay.

This I agree with entirely: the Tier system is a warning for DMs more than it is an absolute standard of balance.
Unfortunately, it's presented as a standard of balance and its defended that way. It makes no attempt explore the areas where it fails horribly and leads to misinformation.

...it means he needs to ask his caster players to tone it down a bit and work with him until he gets a handle on things, or read up on the spells to get an idea of what they can do, or the like.
That's a very generous thing for you to say.

Once again, this is a common statement which I strongly disagree with. There is very much a notion of balance in an RPG.
So now were getting to the heart of the matter...or rather the best part. People talk about balance, but that's not what balance is. Balance is not subjective. Balance is by its very definition an objective weighing of two things with a common metric. Read the definition:


a state of equilibrium or equipoise; equal distribution of weight, amount, etc.


A "balance" is also a scale where two things are weighed against each other. Game designers are taking the word...misapplying it...but then trying to benefit from its implication. The fact that you can't achieve perfect balance is not at issue. Nobody's talking about "perfect" balance. But, balance implies an empirical comparison and in the world of RPG Classes, an empirical comparison is not possible. It's literally not possible to balance things that do not have a similar metric.

You can compare two games and say that one is "more balanced" than the other
And what exactly are the two things you are weighing? Do they have quantitatve values? No, they don't. Their values, even with things like DPS, are entirely dependent on the context in which they are being evaluated.

I'm going to expand on something I just said. A game designer wants to use the term balance because they'd like to believe (and convicne others) such a thing is not only possible (which it is not) but they've moved closer to achieving it. It's sophistry. What they are evaulating is effectiveness in some specific or set of contexts. Effectiveness is contextual. But if you use the word "balance" then everybody understands you are talking about a non-contextual quality and you are free to pursue your own personal notion of "balance" without having to defend it. If you tell people you are looking for fairness...good luck with that. Effectiveness? You'll be arguing 24/7 defending what it means to be effective. But "Balance" you can throw that word out there and the only thing people are going to argue is whether you have achieved it....and guess what is so wonderful about pursuing "balance"? People are going to have the darndest time proving you haven't achieved.

Not only can you not achieve balance, you can't even measure it.

You can judge the relative power of different options
What you are really doing is assessing effectiveness given test cases in your head. This "balancing" of a campaign is really one assessing what one believes to be the effectiveness of the party given certain scenarios or contexts. As soon as the party does something to change the context...suddenly the "balance" can be thrown out of whack.


...but that doesn't mean you can't strive for balance.
That's exactly right. By using the word "balance" we avoid the subjective pitfalls of words like fairness and effectiveness. But the "balance" one strives for is a result of context. A budget sheet is balanced regardless of context. Why? Because the things being balanced share the same metric: money. RPG's cannot be broken down into empirical values. Hence they cannot be balanced and you cannot change the balance because such a thing does not exist. You have contextual effectiveness and perceptions of fairness. That is what you can manage as a game designer/DM. People talk about...they all have this concept of it...but they fail to understand how it is unmeasurable in an RPG and that discussions based on it a inherently flawed...and we wonder why no one ever agrees on things being balanced in an RPG?

You can't scientifically determine whether charm person will be balanced with high Diplomacy ranks, taking mind-affecting immunity and other factors into account, but you can determine that it's not fun for the enchanter to render the rogue's Diplomacy ranks irrelevant or for the rogue to render the enchanter's spells irrelevant and that changing the binary charm spells and the too-easily-abused Diplomacy system for balance purposes is a good idea.
Right. But you're not talking about balance but contextual effectiveness. You can call it achieving nirvana...but that doesn't change what it is.

You can't feasibly generate every possible cleric and fighter build and compare their combat stats and other merits, but you can look at their general capabilities, note that the cleric can easily duplicate the fighter's abilities with a handful of spells, and remove those spells for balance reasons.
Now you are talking about perceptions of fairness and fun. Balance =/= Fun. Purpose is closer to fun than balance.

The way to balance things is to nerf casters and buff melee classes....
What if I told you that the way to improve things is to make martial classes needed (and not in a trivial way) and effective at higher levels? Isn't that what we are really talking about? Do we really care what "balance" means as long as the Fighter class is important to party success at a high level?

The problem is purpose....not balance.
 
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Good post...

Refreshing to talk with someone who doesn't resort to ad hominems and thinly veiled insults.

Let's start with something we apparently both agree on.

1) Any class which has more options/resources is going to present more challenges for a DM than those that have less options.

This isn't a revoluationary concept, nor is it brilliantly insightful. It's self-evident. But I would believe that many players/DM's have never conceptualized it i.e. understood why high level Spell Casters were chumping their campaigns. IMO, this is the most the Tier system has to contribute. Pushing Jaronk's analysis for greater granulity (as he does) is frought with issues.

Amen. Now do me a favor and add this reply to those select few in this thread who keep thinking 1v1 proves something about Jaron's ranking.


He says that..but it's little more than proof by assertion. I'm referring to the assertion that the rankings hold true as long as they have the same skill/optimization. JaronK makes a flawed induction. There's a very simple way to illustrate this. If you sit a carrot at the game table and alternatively give it a fully optimized (whatever that means) Wizard and a fully optimized Fighter, which Class will prove more useful?

Low optimization and skill is going to squash any true "power/versatility" curve down to a flat line. Jaronk fails to consider this. Now, does JaronK provide us with a skill+optimization matrix versus class? No. There is no metric for determing the comparative skill/optimzation, or lack thereof, in the people in your group and matching that up with how much of a difference it will mean between Tier 1 and Tier 6.

Moving on...

Please keep repeating that for the benefit of others who haven't seemed to grasp that concept when making their objections.



It doesn't do that at all. JaronK never mentions what amount of skill or optimization we are talking about. He makes a blanket statement and then adds in a few caveats that are completely underemphaised. Kind of like the fine print on the bottom of a pack of cigarettes compared to the entire add: all the cool people smoke, but these things could kill you.


How much better is Nonsi than his friends? How much more optimization has he put in? Can you provide me with a metric that allows me to compare them? How familiar is the DM with Beguiler class to begin with? There is a underlying point being made here at it's crucial to a later point: these things are immeasurable from any quantitative standpoint...but yet JaronK says we can quantize the classes. Do you see the inherent problem? You respond to this notion...so we'll come back to it.


I'm not saying that JaronK's system is bogus. I am telling readers to determine if the assumptions which are the basis of the analsys are valid. I'm also pointing out problems with his analsys which affect the accuracy of his analysis. As I said, and to which I believe you agreed, if you give any class unfettered access to "magic," that class will have more options and be harder to account for than any class that does not have access to magic.


Your anecdote underscores my point. The assumptions of the Tier system aren' valid for your campaign, nor were they for Nonsi's. Neither of have equal skill/optimzation across classes. Now let me ask you...how many times have you DM'd have you ever had equal skill and optimization across all the classes?

Yet, JaronK is advocating the nerfing of Wizards compared to Monks...right out of the box. Jaronk suggests you should ...at he very moment you roll the character...give classes different point-buy totals based on their Tier ranking. Yes....yes...it's all in the context of equal skill. Okay...so what happens when the skill levels/effort put into a build are different? How does one modify the point-buy? Not too clear on that point is he?

Not precisely, but he goes over the top in suggesting that very thing. He says the rankings are valid no matter what equal level of skill/optimzation you have. He only offers ONE set of Tier rankings. He suggests you nerf from day one. He suggests you don't even allow Tier 1's to play with Tier 5's. The vast majority of his discussion in his thread is about defending his Tier system, not pointing out where it's wrong or that it is being missued.

Under what set of circumstances? How well do those circumstances represent any individual DM's campaign?

And those performign those roles comes at an opportuinty costs. So under Jaron's logic. The average person playing a Wizard can out "role" the Fighter (who is played by an average person as well) at his job--killing and tanking--and do all of the tasks that are required of him as a Wizard...alll from levels 6-15? Are you going to support that as a truth?

The problem is all of JaronK's "proofs" are based on power/gaming. They aren't based on equal levels of skill. They are based on a Wizard having a high degree of skill.

And it never occured to BBEG that some spell caster might be trying to find out that exact thing? I mean this is my point. Spell casters with access to all the spells in the book have been around for 1000 years in any D&D campaign. I swear its like an 11th level Wizard is Cortes discovering the Aztecs.

See my response to #1 above.

3) Items. Wizards get Scribe Scroll for free; good wizards take those spells that are only useful every so often and keep a scroll of them around for when they're useful. Pearls of power
This seems a common response when people are confronted by the spell limitations of Wizards. JaronK specifically talks about using items doesn't make that class better...because all classes can use items. Its irrelevant if the Wizard can make the scroll as a Class ability because a) He can't do that at the start of combat, 2) Any class can either buy or have a item with any particular spell custom made e.g. Boots of Free Movement, Potion of Mind Blank. Is there any restriction on what can be made in to a potion? A Masterworks potion belt lets you drink potions as a free action. So if Wizard can do it with a scroll made before the adventure...a Fighter can do it with a potion.

So you're saying there's hope for a non-caster who can do something in quick succession half a dozen times?
I'm not sure what's vaguely relevant to Water Breathing...but now you're in the middle of a wholly subjective judgment call and I won't try and try to argue yea or nay.


Unfortunately, it's presented as a standard of balance and its defended that way. It makes no attempt explore the areas where it fails horribly and leads to misinformation.


That's a very generous thing for you to say.


So now were getting to the heart of the matter...or rather the best part. People talk about balance, but that's not what balance is. Balance is not subjective. Balance is by its very definition an objective weighing of two things with a common metric. Read the definition:


a state of equilibrium or equipoise; equal distribution of weight, amount, etc.


A "balance" is also a scale where two things are weighed against each other. Game designers are taking the word...misapplying it...but then trying to benefit from its implication. The fact that you can't achieve perfect balance is not at issue. Nobody's talking about "perfect" balance. But, balance implies an empirical comparison and in the world of RPG Classes, an empirical comparison is not possible. It's literally not possible to balance things that do not have a similar metric.


And what exactly are the two things you are weighing? Do they have quantitatve values? No, they don't. Their values, even with things like DPS, are entirely dependent on the context in which they are being evaluated.

I'm going to expand on something I just said. A game designer wants to use the term balance because they'd like to believe (and convicne others) such a thing is not only possible (which it is not) but they've moved closer to achieving it. It's sophistry. What they are evaulating is effectiveness in some specific or set of contexts. Effectiveness is contextual. But if you use the word "balance" then everybody understands you are talking about a non-contextual quality and you are free to pursue your own personal notion of "balance" without having to defend it. If you tell people you are looking for fairness...good luck with that. Effectiveness? You'll be arguing 24/7 defending what it means to be effective. But "Balance" you can throw that word out there and the only thing people are going to argue is whether you have achieved it....and guess what is so wonderful about pursuing "balance"? People are going to have the darndest time proving you haven't achieved.

Not only can you not achieve balance, you can't even measure it.

What you are really doing is assessing effectiveness given test cases in your head. This "balancing" of a campaign is really one assessing what one believes to be the effectiveness of the party given certain scenarios or contexts. As soon as the party does something to change the context...suddenly the "balance" can be thrown out of whack.



That's exactly right. By using the word "balance" we avoid the subjective pitfalls of words like fairness and effectiveness. But the "balance" one strives for is a result of context. A budget sheet is balanced regardless of context. Why? Because the things being balanced share the same metric: money. RPG's cannot be broken down into empirical values. Hence they cannot be balanced and you cannot change the balance because such a thing does not exist. You have contextual effectiveness and perceptions of fairness. That is what you can manage as a game designer/DM. People talk about...they all have this concept of it...but they fail to understand how it is unmeasurable in an RPG and that discussions based on it a inherently flawed...and we wonder why no one ever agrees on things being balanced in an RPG?

Right. But you're not talking about balance but contextual effectiveness. You can call it achieving nirvana...but that doesn't change what it is.

Now you are talking about perceptions of fairness and fun. Balance =/= Fun. Purpose is closer to fun than balance.

What if I told you that the way to improve things is to make martial classes needed (and not in a trivial way) and effective at higher levels? Isn't that what we are really talking about? Do we really care what "balance" means as long as the Fighter class is important to party success at a high level?

The problem is purpose....not balance.

tl;dr

In any case, the self-evident thing is that someone who knows what they are doing will do it better than someone who does not. So what?

That is why the tier system assumes equal optimization / player skill. Seems like the only assumptions you can make and still have a tier system.

Unless you want to have "beginner" classes and "idiot" classes, while forcing the most experienced / intelligent players to be monks and fighters.

Once again, you change your entire argument, while pretending not to, in order to flame on the tier system, even though you are too scared to do it on BG. It used to be "wizards should be nerfed by reducing their access to spells because that's RAW" and now it's "nerfing is dumb, all that matters is player skill." Get real.

Every campaign and every player is different. That doesn't invalidate the tier system or support statements like "a fighter with unlimited first level spells would not move up a tier."

What I don't understand is what you are trying to achieve by saying that casters are not more powerful / better / more versatile than non-casters because of <your reason du jour: casters can be denied spells / players have different skill levels>. It seems like arguing that high revenue is not an advantage in baseball because the luxury tax evens things out or because the Marlins won the World Series.

Mod Edit: See my post below, please. ~Umbran
 
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Once again, you change your entire argument, while pretending not to, in order to flame on the tier system, even though you are too scared to do it on BG.
Really, I do think JaronK could stand to hear more of his outstanding insights into how D&D works.
 

...even though you are too scared to do it on BG.


EN World is not grade-school playground where you accuse people of cowardice and double-dog-dare them to do things. We expect more mature behavior from our posters than that.

You're getting personal, addressing the poster rather than the post. Please stop.
 

The best and most appropriate way (in my opinion) to balance fighters and casters is to make higher level casters more rare than higher level fighters.

Cause when you think of it, those people wielding ridiculous power should absolutely have a much higher mortality rate due to the nature of things they have to do to attain it. Next, if a high-level fighter needs to take on a high level caster, then they should be preparing themselves for that fight well in advance.

If not, then they should be char-broiled. Nuff said.
 

honestly, when I started my campaign (around 15 years ago, and yes it's still ongoing) I did tell the players, "the system is this one, it isn't perfect, everyone agree to it's rules? we can play something else if you like" players gone "yeah ok we want to play D&D" and thus we played D&D, there been lots of reading rules, lots of rule lawiers trying to get stuff going how they liked, then there been the 3rd edition and the afterwards conversions, and, finally 3.5 (we never got to 4th, we all agreed it sucked) we had many players and many dms and well, the fundamental rule of it is, the books are the rule what there is written is the rule, end of it, if players are smart enough to attain immortality using such rules (there's ways) they will suffer consequencies of it (ok now your immortal, happy? let's keep on playing.. if you don't have fun anymore knowing there's no way you can be beaten you can change your character, else you have to keep on playing that one.) some quit their characters some kept on til today (over 10 years) the game kept on going, legends born, legends got lost (the baddies: oh your immortal? really you can't die? ok let's trap you in the negative material plane.. bye bye) some legends returned (you trapped me in the negative plane.. now it's time for PAIN >:|) and so on.. overall the players are happy.. and are STILL happy.. there's always more things to do, to discover, the worlds are endless, and no amount of power is umbeatable.
honestly, it's not power that changes your so called balance (my dming method is balance-free and running fine!) it's the creativity of the players, and how they manage to exploit whathever little thing and dm hook or thing they find in adventures, I've seen 5th level wizards beat 12th level wizards with creative use of few low level spells, I've seen warriors so full of apparently minor magical items that could do the rogue job better than rogues or even improvise themselves wizards, I've seen a 7th level party beat TWO cr 11 black dragons, I've seen a 11th level party beat a freaking atropal in 4 rounds of combat simply using the player's handbook spells and being well prepared knowing they was going against an atropal..
it's a roleplaying game, there's no way to predict the ideas of players and if players has a magnificent idea should we penalize them in the name of balance?
the world lives with the characters, there's friends, enemies, allies, territories, a warrior wins over a wizard in myth drannor, why? the wizard spells are very unlikely to work there, a warrior wins over a wizard if he is king azun IV of cormyr, simply because his court mage and his whole kindom will probably wipe the floor with the baddie wizard face for him, a warrior who has more money to spend than he can count can hire a band of drow mercenaries for a ridiculous amount of money to kill the wizard in question, or can buy a bunch of iron golems for protection, or even a beholder maybe..
the class matters relatively it's what you build in the whole campaign, the people you help, the people for who you do quests, those who are grateful toward you, those who loves you, those who follows you and would follow you til hell and back if you'd ask them to (see cohorts and leadership skill followers), the gods you helped (if you got high level enough to do such a feat).
you can talk of 1vs1 fights only at 1st level when nobody knows the people, but in the travel from 1st to 20th level you pretty much are speaking of wars between large factions not between two specific people, it takes a tremendous amount of time and effort to get to high level and you are BOUND to leave a large trace of your passage. always.
 

I would just like to state, for the record, that I'm not a rabid fan of the Tier system or anything of the sort; I have my issues with the placement of some classes and with the system as a whole just as others do. I've merely seen many people misinterpret and/or slander it (not that anyone here is doing any slandering) since it was originally posted on the pre-Gleemax WotC boards and I try to defend it from misunderstanding where I can.

He says that..but it's little more than proof by assertion. I'm referring to the assertion that the rankings hold true as long as they have the same skill/optimization. JaronK makes a flawed induction. There's a very simple way to illustrate this. If you sit a carrot at the game table and alternatively give it a fully optimized (whatever that means) Wizard and a fully optimized Fighter, which Class will prove more useful?

Low optimization and skill is going to squash any true "power/versatility" curve down to a flat line. Jaronk fails to consider this. Now, does JaronK provide us with a skill+optimization matrix versus class? No. There is no metric for determing the comparative skill/optimzation, or lack thereof, in the people in your group and matching that up with how much of a difference it will mean between Tier 1 and Tier 6.

T1 ≥ T6 holds true both when a competent player plays either class (T1 > T6) and when a carrot plays either class (T1 = T6). If you choose tactics and abilities purely randomly, a ranking of Tiers won't help a DM determine how to best challenge your party...but I would hope "The Tier system is valid when not DMing a party of vegetables" would not have to be a stated assumption. ;)

It doesn't do that at all. JaronK never mentions what amount of skill or optimization we are talking about. He makes a blanket statement and then adds in a few caveats that are completely underemphaised. Kind of like the fine print on the bottom of a pack of cigarettes compared to the entire add: all the cool people smoke, but these things could kill you.

How much better is Nonsi than his friends? How much more optimization has he put in? Can you provide me with a metric that allows me to compare them? How familiar is the DM with Beguiler class to begin with? There is a underlying point being made here at it's crucial to a later point: these things are immeasurable from any quantitative standpoint...but yet JaronK says we can quantize the classes. Do you see the inherent problem? You respond to this notion...so we'll come back to it.

Granted that they are not numerically quantifiable, perhaps, but I'd argue that they're not immeasurable. If you look at two parties containing wizards, one of which has a pure blaster and one of which has a buffer and support caster with the rest of the party being of identical composition, and see that the latter has a higher success rate, you don't need to know about the exact numerical superiority of fireball's damage output vs. haste's damage output to see that the latter is helping more.

Likewise, we don't need to know that nonsi has put in 34.7 hours of work building his character while the cleric's player has only put in 14.2 hours; we can look at the amount of time nonsi spends on D&D forums, compare the feat and item choices for both characters, etc., and make a qualitative judgment of their relative skill and optimization levels. As well, the beguiler's tricks are the same as a wizard's tricks, excepting a handful of class features. If the DM is familiar with an enchanter wizard's tricks, he need only read a few paragraphs of text to become familiar with the beguiler's capabilities, and if he isn't then the beguiler and wizard are equally unknown.

Your anecdote underscores my point. The assumptions of the Tier system aren't valid for your campaign, nor were they valid for Nonsi's. Neither of you have PC's with equal skill/opt across classes. Now let me ask you...how many times have you as aDM'd ever had equal skill and optimization across all the classes?

On the contrary, they were quite valid. Assumption 1: Given the same player skill, a T[X] class is more versatile and has more potential than a T[X+1] class; when a T2 class was played by the same player as the T3 class, the player accomplished more, and more varied, things with the T1 class. Assumption 2: Things are easier on the DM when the party is composed of classes 0 to 1 Tier apart; the party was cohesive and relatively balanced on the whole.

The Tier system measures a class's worth to a party in general, not its worth when played alongside other characters of equal optimization by players of equal skill. A buff-focused T1 class can be a benefit to both a conjurer/CoDzilla/CoDzilla/artificer party and a warmage/healer/monk/expert party, and a fighter who sinks all of his bonus feats into Weapon Focus can be drain on the resources of both parties. While I personally believe that I as a DM should oversee character creation to ensure that everyone is at roughly the same balance points--helping the novice players pick choices that are both fun and powerful and reminding the experienced players not to try to steal the spotlight--that isn't really what the Tier system aims to measure.

Yet, JaronK is advocating the nerfing of Wizards compared to Monks...right out of the box. Jaronk suggests you should ...at the very moment you roll the character...give classes different point-buy totals based on their Tier ranking. Yes....yes...it's all in the context of equal skill. Okay...so what happens when the skill levels/effort put into a build are different? How does one modify the point-buy? Not too clear on that point is he?

Not precisely, but he does goes over the top in suggesting that very thing. He says the rankings are valid no matter what equal level of skill/optimzation you have. He only offers ONE set of Tier rankings.m He suggests you nerf from day one. He suggests you don't even allow Tier 1's to play with Tier 5's. The vast majority of his discussion in his thread is about defending his Tier system, not pointing out where it's wrong or that it is being missued.

This point I agree with completely. I disagree with arbitrary nerfing or banning of classes, and don't ban anything at all in my games, just remind players that anything they do the NPCs can do as well and leave avoidance of broken options to their own judgment. A helpful guide for DMs that warns them about problematic classes is one thing, a blunt suggestion to remove said classes altogether is another entirely. While I support the concept of the Tier system in general I do not endorse or at all like the discussion surrounding it of "T1/T5 classes are evil, don't let people play them!" and similar. Working with players, nerfing and buffing as appropriate, and other tactics are preferable to heavy-handed bans.

And performing those roles comes at an opportuinty costs. So under Jaron's logic. The average person playing a Wizard can out "role" the Fighter (who is played by an average person as well) at his job--killing and tanking--and do all of the tasks that are required of him as a Wizard...all from levels 6-15? Are you going to support that as a truth?

Sadly, it can be the case with the appropriate spell selections. One doesn't need a gish PrC to buff up, wade into battle, and waste the competition rather effectively. Focus on touch spells, use the bite of X and [Polymorph] spells...there are several options. Heck, casting a bunch of heroics spells and then a Tenser's transformation is a straightforward (albeit not-at-all-recommended) method for a wizard to be a fighter for all intents and purposes.

Note that the wizard can't necessarily be a fighter and perform all of his wizardly duties at the same time, but that's the power of the T1 classes: they can be a normal wizard/cleric/druid/etc. then wake up one morning, decide to become a fighter, and then do that, without permanently affecting their abilities.

The problem is all of JaronK's "proofs" are based on power/gaming. They aren't based on equal levels of skill. They are based on a Wizard having a high degree of skill.

And it never occured to BBEG that some spell caster might be trying to find out that exact thing? I mean this is my point. Spell casters with access to all the spells in the book have been around for 1000 years in any D&D campaign. I swear its like an 11th level Wizard is Cortes discovering the Aztecs.

1) If the BBEG is a caster, yes, there are easy and plentiful countermeasures to a caster's direct divinations, but that means that you can't have a BBEG who isn't a caster and has no access to casters.

2) What sort of protections are there against commune and contact other plane? Mind blank definitely protects against direct divinations, but whether it can protect against indirect divinations like the above is debatable--and even if it can, there's a several-level window where the divinations are available but the countermeasures aren't.

The fact that you have to specifically protect against enemy divinations is exactly the sort of thing the Tier system is meant to warn DMs about

This seems a common response when people are confronted by the spell limitations of Wizards. JaronK specifically states that using items doesn't make that class better...because all classes can use items. Its irrelevant if the Wizard can make the scroll as a Class ability because a) He can't do that at the start of combat; 2) Any class can either buy or have an item with any particular spell custom made e.g. Boots of Free Movement, Potion of Mind Blank. Is there any restriction on what can be made in to a potion? A Masterworks potion belt lets you drink potions as a free action. So if Wizard can do it with a scroll made before the adventure...a Fighter can do it with a potion.

There's a reason the artificer is a higher Tier than a UMD rogue: he uses items better than other classes. UMD is disregarded because anyone can use it with enough skill ranks, but other class features are not. Pearls of power only work for spellcasters; wizards gain scroll scribing and the ability to use spell trigger items for free; non-personal spells can't be put into potions; and so forth. The reason scrolls are a factor for a wizard and not for, say, a UMD rogue is that if a wizard gets a scroll it can become a permanent part of his power once scribed into his spellbook. Faced with a need to teleport across a continent, a rogue needs one scroll of teleport per trip, which may not be available to buy; faced with the same, a wizard needs a single scroll of teleport, which he can craft as long as he has access to that spell in any form regardless of the market, and then he's good to go.

So you're saying there's usefulness in a non-caster who can do something in quick succession half a dozen times?

Absolutely. The fact that the wizard can memorize nothing but knock and shatter and disintegrate to be able to open locks and disable traps better than the rogue doesn't mean that any wizard with two brain cells to rub together should do so.

I'm not sure what's vaguely relevant to Water Breathing...but now you're in the middle of a wholly subjective judgment call and I won't try and try to argue yea or nay.

My point is that you're assuming the wizard must have prepared the exact spell water breathing; if the obstacle is "be able to breath underwater" the wizard can cast water breathing, or can alter self/polymorph into a form with the ability to breathe water (or one that doesn't need to breathe), or buff his Con to let him hold his breath longer, or conjure up materials and then fabricate an item to let him breathe water, and so forth.

So now were getting to the heart of the matter...or rather the best part. People talk about balance, but that's not what balance is. Balance is not subjective. Balance is by its very definition an objective weighing of two things with a common metric.

[...]

It's literally not possible to balance things that do not have a similar metric.

[...]

Not only can you not achieve balance, you can't even measure it.

[...]

A budget sheet is balanced regardless of context. Why? Because the things being balanced share the same metric: money. RPG's cannot be broken down into empirical values. Hence they cannot be balanced and you cannot change the balance because such a thing does not exist.

[...]

Now you are talking about perceptions of fairness and fun. Balance =/= Fun. Purpose is closer to fun than balance.

I disagree with the notion that one cannot balance RPG classes due to lack of a metric. The metric(s) exist and can be balanced to.

From a mathematical perspective, you can seriously sit down and look at the math of your system to determine the exact expected hit percentage for each class, exact damage potential, exact expected success rate on skill checks, etc. It's not hard, conceptually speaking, to do this and come up with a rigorously balanced game.

From a design perspective, you can seriously tell GMs that X% of encounters should be noncombat encounters using roughly Y skill checks or Z item charges or whatever, and determine how much each class should contribute under those conditions and balance those numbers appropriately.

From a conceptual perspective, you can seriously declare that combat will take up X% of the game, and balance Class A to contribute 40% of the time in combat and 60% of the time out of combat and Class B to do the reverse and have those classes be weighted equally in the purely numerical, purely objective Class Effectiveness Index or whatever that you created.

The problem with this idea, and the reason I said that a certain degree of balance is possible but perfect balance is not, is twofold: First, one must make certain assumptions to do this testing. You cannot balance weights until you decide upon the gram and the Newton; you cannot balance games until you decide upon the basic concepts and mechanics of your game. The standard to which one balances is entirely arbitrary (a gram could easily have been defined in another way), and most games are designed with badly-chosen (or completely undetermined) arbitrary balance points that don't necessarily align to the way the game will be played--witness the relative party effectiveness of a blaster/healbot/tank/sneak party played AD&D-style in 3e vs. a debuffer/buffer/controller/DPSer party played "new-school" style.

Second, the fact that balance can be achieved doesn't mean it will be. No designer will sit down and try to apply numerical values to nonnumerical quantities because someone somewhere will disagree, and if those someones are your player base or your bosses you're in trouble. Taking most open-ended abilities out doesn't work; observe 4e. Making assumptions about playstyle doesn't work; observe 3e. Leaving everything to the DM doesn't work; observe AD&D.

So while you are correct in saying that achieving objective, perfect balance in any sense in any modern RPG is impossible, I object to the notion that one cannot possibly have a scale of "less balanced" to "more balanced" by which to judge games, based on weighting different aspects of gameplay and adjusting outputs to suit the desired baseline.

What if I told you that the way to improve things is to make martial classes needed (and not in a trivial way) and effective at higher levels? Isn't that what we are really talking about? Do we really care what "balance" means as long as the Fighter class is important to party success at a high level?

The problem is purpose....not balance.

I would respond that both nerfing casters and buffing noncasters is exactly how one should go about making classes nontrivially needed and effective at high levels. As long as a caster can replace a noncaster class, the noncasters will not be needed; as long as a noncaster will need outside assistance in the form of party help or items to be baseline effective, noncasters will not be effective.
 

I think a lot of what Arrowhawk's complaints regarding the tiers is about is that JaronK used numerative descriptors for the tiers. This can lead to a (false) observation that "the tier system is numerical, ergo quantifiable, ergo needs to be mathematically provable". This is not the case.

Instead of "1, 2, 3, 4, 5, 6", the tiers could easily have been labeled "Epsilon, Gordion, Delphi, Hephaistos, Okeanos, Tyche": "Gordion" classes are generally about as powerful as "Epsilon" classes, but the latter have more versatility much of the time. "Tyche" classes are not worth playing unless in a very low-power environment, and will struggle to solve even simple problems much of the time. A party composed of all "Delphi" and "Hephaistos" classes can be expected to be able to perform well in most fields, but will usually not be able to trivialize any challenge with a single ability. Etc.

But JaronK used numbers - why? Because there's a progression from "most powerful AND versatile" to "least powerful AND versatile", and numbers show this more easily than other names (although a, b, c etc. will work as well).

HOWEVER, the general statement that there is a progression from "most whatever" to "least whatever" doesn't mean that it is quantifiable. In fact, the tiers are qualitative categories, measured not in DPS, or spells/day, or something else, but in qualitative standards. JaronK provides these standards in short, concise descriptions. He also provides a bunch of example challenges, qualitatively measuring each class against their potential to perform well in a number of situations.

To remind you what the tiers actually mean:


JaronK said:
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played well, can break a campaign and can be very hard to challenge without extreme DM fiat, especially if Tier 3s and below are in the party.

...

Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.

...

Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.

...

Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.

...

Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the rest of the party is weak in that situation and the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.

...

Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.


Insistence on quantifiability of tiers, or game balance for that matter, misses the point. By an unmeasurable distance. :p
 

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