Game balance /is/ about providing compelling gameplay decisions for all payers. "Should I use this option, which is strictly inferior to this other option?" Not exactly compelling.In general I think we focus way too much on game balance in the equality of outcomes sense and not enough on providing compelling gameplay decisions for all players that make an impact on outcomes.
Indeed, like "I shouldn't use Wall of Sand, because it keeps me from using Haste. I finally found a time where Wall of Sand might be useful, but Haste is still way better. Guess I'll just cast fireball until Haste runs out."Game balance /is/ about providing compelling gameplay decisions for all payers. "Should I use this option, which is strictly inferior to this other option?" Not exactly compelling.
I can't imagine how 'equality of outcomes' would even come into it. Too much randomization, too much situationality.
Wall of Sand? That even sounds like it says 'useless' on the tin...Indeed, like "I shouldn't use Wall of Sand, because it keeps me from using Haste. I finally found a time where Wall of Sand might be useful, but Haste is still way better. Guess I'll just cast fireball until Haste runs out."
Sorry dude, Haste and Wall of Sand share the most important similarity of all.Wall of Sand? That even sounds like it says 'useless' on the tin...
...hey google...
...oh, OK, not as bad as what I was thinking, I guess I was thinking "conjure pile of sand."...more like "Extremely Localized, non-abrasive, Sandstorm" ...still, too different from Haste to readily judge strict inferiority.
In general I think we focus way too much on game balance in the equality of outcomes sense and not enough on providing compelling gameplay decisions for all players that make an impact on outcomes.
I didn't say whether they were or were not. Simply that they had a more positive experience overall. No, it didn't throw off class balance either. More access to the spells locked behind concentration expressed itself far more in benefits to the party (conditions inflicted on enemies, healing for the party) than it did turn mages into a one man army (and I gave them plenty of tools to go that route if they wished).
Because only one of those is under the control of the mechanics.
The game balance in this point is between character classes - casters and non-casters. Even if no-casters are much weaker, a DM may be able to provide a compelling ways for them to contribute each and every scene. But the rules can't. The best the rules can do is aim for a place that over time (not within the same scene) each class has equal opportunities to shine.
A good DM providing opportunities to all players is a wonderful thing. That in no way absolves the designers from trying to provide all DMs, regardless of ability, with as much support to do that as possible.
Sorry dude, Haste and Wall of Sand share the most important similarity of all.
The concentration tag.
Are you saying the fact they share a subsystem excluding a play from using them both isn't important compared to the fact they're both third level? I'm sure that sounded more clever in your head, but no, concentration is still their most important feature when a spellcaster considers spell selection.Sorry dude, Haste and Wall of Sand's most important similarity is that they both take up a 3rd level slot. If one of them is underpowered, that's a problem with the spell, not with one subsystem associated with the spell.
In a perfect world, all spells of the same level are interesting and each has their own reasonable use cases. We don't live in a perfect world, we haven't reached that platonic ideal. That some are overpowered or underpowered is no more the fault of concentration then it is the fault that they both have V,S,M components.