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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Tony Vargas" data-source="post: 7027657" data-attributes="member: 996"><p>I'm not sure about that question. By definition, a concern is going to be experienced by someone, not implicit in the thing he's concerned about. Very tree-falling-in-the-forest, there.</p><p></p><p>But, balance is an actual quality games haves, and a critically important one in more complex games like RPGs. It's also one that, if you believe EGG's comments and admonishments in the 1e DMG, D&D has long, if very unsuccessfully, striven to achieve. (Well, or paid lip service to, I guess, can't go reading the minds of the dead, now can I?)</p><p></p><p>So, yes, balance is a real quality (even objective, sometimes aspects of it even quantifiable) of RPGs, and one that players are entirely justified to be concerned with.</p><p></p><p>[WARNING]Having just defended the concept of balance and the idea we should be concerned about it, I'm now going to argue the exact opposite, in the context of 5e. </p><p>I hope this advisory will prevent any cognitive whiplash...[/WARNING]</p><p></p><p> If I'm not running for AL, I never use feats or multiclassing. Backgrounds and sub-classes are close enough for most concepts you can do with the existing classes & MCing+Feats. I don't trust that to 'balance' my game by itself, but it's two fewer player-driven factors to worry about when imposing balance in play (and two sub-systems I don't need to memorize).</p><p></p><p>5e gives me, as DM, lots of tools to impose balance. Some of the bigger/heavier ones include changing rules, adding modules, and dictating pacing. They're also more than a tad overt. More subtly, I can, in the short term, establish situations and make rulings to spotlight each PC & their contributions to the party's success, in turn. In a longer campaign, I could even resort to giving a consistently-lagging PC a potent magic item to address his shortcomings.</p><p></p><p>Quite possibly moreso, so there's a little less flavor/interest on the PC side of the equation, so dressing up the monsters and challenges a little more can be helpful. Personally, though, those are the kinds of things I'd rather improv in the moment.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7027657, member: 996"] I'm not sure about that question. By definition, a concern is going to be experienced by someone, not implicit in the thing he's concerned about. Very tree-falling-in-the-forest, there. But, balance is an actual quality games haves, and a critically important one in more complex games like RPGs. It's also one that, if you believe EGG's comments and admonishments in the 1e DMG, D&D has long, if very unsuccessfully, striven to achieve. (Well, or paid lip service to, I guess, can't go reading the minds of the dead, now can I?) So, yes, balance is a real quality (even objective, sometimes aspects of it even quantifiable) of RPGs, and one that players are entirely justified to be concerned with. [WARNING]Having just defended the concept of balance and the idea we should be concerned about it, I'm now going to argue the exact opposite, in the context of 5e. I hope this advisory will prevent any cognitive whiplash...[/WARNING] If I'm not running for AL, I never use feats or multiclassing. Backgrounds and sub-classes are close enough for most concepts you can do with the existing classes & MCing+Feats. I don't trust that to 'balance' my game by itself, but it's two fewer player-driven factors to worry about when imposing balance in play (and two sub-systems I don't need to memorize). 5e gives me, as DM, lots of tools to impose balance. Some of the bigger/heavier ones include changing rules, adding modules, and dictating pacing. They're also more than a tad overt. More subtly, I can, in the short term, establish situations and make rulings to spotlight each PC & their contributions to the party's success, in turn. In a longer campaign, I could even resort to giving a consistently-lagging PC a potent magic item to address his shortcomings. Quite possibly moreso, so there's a little less flavor/interest on the PC side of the equation, so dressing up the monsters and challenges a little more can be helpful. Personally, though, those are the kinds of things I'd rather improv in the moment. [/QUOTE]
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