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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Celtavian" data-source="post: 7028085" data-attributes="member: 5834"><p>So eliminate game options that make the game more fun for likely the vast majority of players to make the game easier? One of my players is already bored with the limited options in 5E. He's bored with every character having some ability to gain advantage, get damage resistance, and do some damage within a very narrow range. I'm supposed to take away what limited customization exists in 5E to make the game easier to play as the answer to the balance problems? That will make my players want to play less.</p><p></p><p>When you come from a game like <em>Pathfinder</em>/3E with a near endless number of character building options, 5E runs out of character building options real quick even with the limited feats and customization options they have now.</p><p></p><p>It doesn't help that certain classes are better than others by quite a margin, paladins being one of the main culprits. You can play a solo paladin and be great. Multiclassing paladin is amazing. Paladin is a class that stands heads and tails above the others for providing powerful options for victory that overshadow many other martial classes. So if you have a desire to play a fighter or barbarian and another guy has the desire to play a paladin, relative player skill being equal, the fighter or barbarian player should be prepared to be overshadowed most of the time whether it's making key saves, novaing on damage, having a cool mount, healing, and numerous other nifty abilities. And that is a problem since it creates a narrowband problem for the DM when crafting enemies and encounters if one class is better at a wide variety of very important things like saving throws, spike damage, immunities, combat healing, and adds in spells and other nifty little abilities. </p><p></p><p>I don't consider this self-inflicted when the players choose the best options based on observable, measurable success defeating encounters. That means there is a meaningful statistical balance problem in the game between classes or player versus environment. Can you smooth some of this out as a DM? Sure. It doesn't mean those mechanical issues don't exist. It just means you found a way to ameliorate the problems when running the game.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7028085, member: 5834"] So eliminate game options that make the game more fun for likely the vast majority of players to make the game easier? One of my players is already bored with the limited options in 5E. He's bored with every character having some ability to gain advantage, get damage resistance, and do some damage within a very narrow range. I'm supposed to take away what limited customization exists in 5E to make the game easier to play as the answer to the balance problems? That will make my players want to play less. When you come from a game like [i]Pathfinder[/i]/3E with a near endless number of character building options, 5E runs out of character building options real quick even with the limited feats and customization options they have now. It doesn't help that certain classes are better than others by quite a margin, paladins being one of the main culprits. You can play a solo paladin and be great. Multiclassing paladin is amazing. Paladin is a class that stands heads and tails above the others for providing powerful options for victory that overshadow many other martial classes. So if you have a desire to play a fighter or barbarian and another guy has the desire to play a paladin, relative player skill being equal, the fighter or barbarian player should be prepared to be overshadowed most of the time whether it's making key saves, novaing on damage, having a cool mount, healing, and numerous other nifty abilities. And that is a problem since it creates a narrowband problem for the DM when crafting enemies and encounters if one class is better at a wide variety of very important things like saving throws, spike damage, immunities, combat healing, and adds in spells and other nifty little abilities. I don't consider this self-inflicted when the players choose the best options based on observable, measurable success defeating encounters. That means there is a meaningful statistical balance problem in the game between classes or player versus environment. Can you smooth some of this out as a DM? Sure. It doesn't mean those mechanical issues don't exist. It just means you found a way to ameliorate the problems when running the game. [/QUOTE]
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