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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Sacrosanct" data-source="post: 7027647" data-attributes="member: 15700"><p>Balance problems are self created in so far as play preferences are self created. I.e., folks like you and me, we spent the last few decades playing what sounded cool as a theme, and didn't really care all that much about the math behind it unless it was REALLY glaring. And extra +1 or +2 here or there? Didn't matter. MUs being really powerful at high levels? Congrats, that's your reward for spending a long time being super fragile.</p><p></p><p>However, other people like to play with the numbers. Either maximizing mechanical superiority, or making sure every class option is mechanically the same effectiveness in all three pillars at all levels. For that sort of playstyle, even a smaller imbalance, and niche protection, is still an issue. For better or for worse (depending on your preference), 5e is not designed for the optimizer. It's going back to rulings over rules. So it's no surprise that optimizers are not happy with 5e and feel it either lacks things, or it's imbalanced. Unfortunately for them, I don't see a radical design philosophy in 5e to address all of their concerns. Especially since the design team has literally said that if we want to mold/modify/create things for 5e to fit our playstyle, we are more than welcome to do so, and even make some money off it (DMs Guild)</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7027647, member: 15700"] Balance problems are self created in so far as play preferences are self created. I.e., folks like you and me, we spent the last few decades playing what sounded cool as a theme, and didn't really care all that much about the math behind it unless it was REALLY glaring. And extra +1 or +2 here or there? Didn't matter. MUs being really powerful at high levels? Congrats, that's your reward for spending a long time being super fragile. However, other people like to play with the numbers. Either maximizing mechanical superiority, or making sure every class option is mechanically the same effectiveness in all three pillars at all levels. For that sort of playstyle, even a smaller imbalance, and niche protection, is still an issue. For better or for worse (depending on your preference), 5e is not designed for the optimizer. It's going back to rulings over rules. So it's no surprise that optimizers are not happy with 5e and feel it either lacks things, or it's imbalanced. Unfortunately for them, I don't see a radical design philosophy in 5e to address all of their concerns. Especially since the design team has literally said that if we want to mold/modify/create things for 5e to fit our playstyle, we are more than welcome to do so, and even make some money off it (DMs Guild) [/QUOTE]
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Balance of Power Problems in 5e: Self created?
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