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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Nagol" data-source="post: 7030074" data-attributes="member: 23935"><p>We come at this from different ends. </p><p></p><p>(a) -- not a fan for D&D. There are better games for that and the play I'm seeking when I run/play D&D is more PCs attempting to wring success from the uncaring world which D&D has generally done reasonably well.</p><p>(b) -- mixed feelings about extending the ability check system. I agree DC 30 and 30+ should be a thing, but I still want to limit the expression to world-coherent literally-possible-if-unbelievable results. Additionally, as we've discussed before, the way the current edition is set up one of the primary beneficiaries of such extension is the Bard -- a full-caster class -- and the Fighter gets little aid to achieve such results.</p><p>(c) -- can work. 5e already takes steps in this direction with steep reductions in high-level slot availability compared to 1e-3.Xe. I'd prefer to see non-casters buffed before reducing casters though.</p><p>(d) -- is a start. This is what the games has evolved away from since 1e. Although it wasn't expressed well in 1e, I found part of the value of land-holding and followers was in giving the martial types many hands to accomplish many things and the henchman system in 1e went a long way to evening out player access to the spell system.</p><p></p><p>I'd add the following options (since they are the ones I use!):</p><p></p><p>(e) Provide strong rewards for in-game engagement through factional allegiances/favours earned that express differently for the different classes.</p><p>(f) Provide guidance to both the players and DM on how (and why) to grow breadth of capability as opposed to depth of specialization through rewards earned in play -- be that types of magical items kept, supernatural abilities gained, or mundane abilities such as low justice, landowning, titles, and leadership.</p><p>(g) Provide guidance to the DM regarding circumstantial effects on social endeavours from reputation, social position, and gossip.</p><p>(h) Provide guidance to the DM on how (and why) to include other gifted or leveled NPCs for the PCs to exploit as part of the setting. The discussion should touch on the pathological versions (DMPC, PCs as errand boys, PCs aren't needed) as well as discuss hirelings, cohorts, specialists-for-hire, allies, and rivals.</p><p>(i) Provide guidance to the DM and players wrt placing and leveraging environmental resources.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7030074, member: 23935"] We come at this from different ends. (a) -- not a fan for D&D. There are better games for that and the play I'm seeking when I run/play D&D is more PCs attempting to wring success from the uncaring world which D&D has generally done reasonably well. (b) -- mixed feelings about extending the ability check system. I agree DC 30 and 30+ should be a thing, but I still want to limit the expression to world-coherent literally-possible-if-unbelievable results. Additionally, as we've discussed before, the way the current edition is set up one of the primary beneficiaries of such extension is the Bard -- a full-caster class -- and the Fighter gets little aid to achieve such results. (c) -- can work. 5e already takes steps in this direction with steep reductions in high-level slot availability compared to 1e-3.Xe. I'd prefer to see non-casters buffed before reducing casters though. (d) -- is a start. This is what the games has evolved away from since 1e. Although it wasn't expressed well in 1e, I found part of the value of land-holding and followers was in giving the martial types many hands to accomplish many things and the henchman system in 1e went a long way to evening out player access to the spell system. I'd add the following options (since they are the ones I use!): (e) Provide strong rewards for in-game engagement through factional allegiances/favours earned that express differently for the different classes. (f) Provide guidance to both the players and DM on how (and why) to grow breadth of capability as opposed to depth of specialization through rewards earned in play -- be that types of magical items kept, supernatural abilities gained, or mundane abilities such as low justice, landowning, titles, and leadership. (g) Provide guidance to the DM regarding circumstantial effects on social endeavours from reputation, social position, and gossip. (h) Provide guidance to the DM on how (and why) to include other gifted or leveled NPCs for the PCs to exploit as part of the setting. The discussion should touch on the pathological versions (DMPC, PCs as errand boys, PCs aren't needed) as well as discuss hirelings, cohorts, specialists-for-hire, allies, and rivals. (i) Provide guidance to the DM and players wrt placing and leveraging environmental resources. [/QUOTE]
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