Micah Sweet
Level Up & OSR Enthusiast
Pretty much every visual thing about 4e put me off it.I guess people were put off by the powers format? Cause once you understood the baseline principles, homebrewing stuff is easy.
Pretty much every visual thing about 4e put me off it.I guess people were put off by the powers format? Cause once you understood the baseline principles, homebrewing stuff is easy.
You're not the only person who feels that way. That's why I advocate for rewriting 4E into Gygaxian prose!Pretty much every visual thing about 4e put me off it.
While 5E is a far cry from "perfectly balanced and linear," it did flatten a huge amount of stuff.
- Characters all start with the same six ability scores. Remember the Elite Array of 3E? Nowadays we have Point Buy, which is only slightly different.
I would argue that randomness due to dice are the source of the most imbalance in 5E, with the things you mention being the second largest source.Again, 5E is not "perfectly balanced and linear." Weapons, feats, and spells are all over the place, and are the source of most of the "randomness" and "imbalance" that I read about here on ENWorld.
I'm glad to hear that, actually! We roll our character stats as well, and have for years, but I got the impression from many, many people here in these forums that it's far from the preferred method. I've read several dissertations on how it should "go away," or at least be demoted to the variant method in favor of Point Buy.But it is only one option, and a variant option at that. Rolling 6 ability scores is still the RAW standard. I do agree 5E flattened a lot, and the options here do that, but a lot of tables still roll abilities. Most tables IME.
I would argue the same.I would argue that randomness due to dice are the source of the most imbalance in 5E, with the things you mention being the second largest source.
Important in this discussion though is the choices that those things offer, so while they do lead to imbalance with some weaker options, those who choose those weaker options usually know they are doing that.
That or standard array, per the PHB:Rolling 6 ability scores is still the RAW standard.
You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
Classes.I guess people were put off by the powers format? Cause once you understood the baseline principles, homebrewing stuff is easy.
I’d love a D&D that’s “balanced” in a very different way than what WotC strives for. Rather than everyone being able to contribute a similar amount in combat, I’d like the game to be balanced by having different classes excel in different contexts (and struggle in other contexts). Yes, that would mean a balanced party would be necessary; that would be a feature, not a bug in my opinion.
That would require that different contexts get as much "screen time" as combat (per the rules) and that seems unlikely.
Grouping these together 'cause all one topic. There are games that strive for this. And it's...often pretty bad, because there are three key pitfalls:I mean, my experience is that combat and exploration (primarily exploration of dungeons) get similar “screen time,” so at least the fighter and the rogue would be in a good spot. But, yeah, other modes of play would need to get more fleshed out. I think that would be another positive change.
Sure, for a variety of reasons. Oftentimes, because it substitutes "keep throwing yourself at something until you succeed" for actual difficulty. Die and reroll, die and reroll, die and reroll, die and reroll, di--oh, wait, you survived to level 3? Wow! Hey, now you can actually DO stuff. That's why DCC invented its funnels, which are excellent game design, but they do inherently move away from some of the stuff you describe. Because they recognize that the original style's (intentional) "just keep failing, often in ways beyond your control, for 3-6 business weeks" is just...neither fun, nor particularly enriching or engaging, for a significant chunk of people, once they realize that there really isn't that much tension involved.This style of play has all but gone extinct in the 40 years since. It looks so strange nowadays when you write it out.
3e also had PB, so I'm not sure what your point is there. It was also an extremely common house-rule, even before 3e, to give first-level characters max HP; I want to say that was an explicit official variant rule in 3e. 4e HP work very differently so we can't draw direct comparisons, but the effect of the rules was more or less comparable to maxed HP at first level. 3e was the edition that introduced XP uniformity. Really only that fourth point is semi-unique to 5e. 4e also had all races with +2 to two stats; it evolved later to be +2 to one specific stat, and +2 to player's choice of two specific other stats. You also had far less of a gap between races; 5e dragonborn suck mechanically, that's why they've gotten repeated reworks now, whereas 5e half-elves are amazing, etc. So I kinda have to line-item veto your fourth bullet: For many tables species can be innately better, sometimes to a pretty significant degree (e.g. if you have Variant Human, Half-Elf, Gnome, and PHB Dragonborn as your PCs' races, you're gonna notice some pretty major power gap.) But, if most players pick the other common options (e.g. Variant Human, Half-Elf, High Elf, Tiefling), you probably won't notice that much of an issue at all.While 5E is a far cry from "perfectly balanced and linear," it did flatten a huge amount of stuff.
- Characters all start with the same six ability scores. Remember the Elite Array of 3E? Nowadays we have Point Buy, which is only slightly different.
- Characters all start with max hit points, and can choose an average roll at each level-up. The exact number of hit points still varies by class and Constitution score, but it's much more flat.
- Character classes all have the same XP advancement tables, and most of the spellcasting ones use the same spell progressions. Most classes get their features at the same levels. There's a lot of argument about whether some classes are innately better than others in certain situations (are wizards are just as effective in ranged combat as rangers? should they be?) but these differences are becoming less distinct.
- Most species start with the same ASIs and with the same features (like darkvision and bonus proficiencies). This is especially true for the most recent character creation rules, in Tasha's Cauldron of Everything. There are some species that can breathe underwater or fly, sure, but they're as uncommon as they are controversial. For most tables, no species is going to be innately better than any other.
Moving so you are five feet away from a blazing gasoline fire means you receive 1/25th the energy it outputs. That does not mean that being five feet away is now safe. I assert a similar issue here. Yes, we have moved further away from the "almost anything can happen" local-scale unpredictability, but local-scale unpredictability is still extremely high, and as a consequence, players are strongly encouraged down narrow, predictable paths on the broader scale. Avoid, subvert, exploit: rules are a danger and a yoke, not a platform nor a backstop.Again, 5E is not "perfectly balanced and linear." Weapons, feats, and spells are all over the place, and are the source of most of the "randomness" and "imbalance" that I read about here on ENWorld. (Add multiclassing into the mix and hoo boy.) But when you step back for a minute and look at how the game has changed over the last four decades, you can see how the game has moved away from that wild, unpredictable randomness.
Hence why most folks who see value in balance bristle when we hear talk of "perfect" balance and terms like your "linearity" and "predictability."Excellent point. If you take this all the way to its most extreme, you would end up with just one character class, one single species, with the same ability scores and hit points, and the same decision tree at every level-up. All characters would be different in description and flavor only. And you're basically playing Skyrim, on a tabletop. I'd probably still play it, but...meh.
Personally, I disagree. Instead, it was actually transparent about what kind of task you were signing up for if you decide to design something. People have gotten this bizarre notion that game design is easy; it is not. 4e actually told people the truth about how challenging game design can be. They interpreted that honesty as being told they shouldn't do it--when what they were actually being told is, "don't do it unless you're ready for a lot of work."4e was more-so, IMO. The game seemed to actively resist changing anything.
Oh, I totally have--or, at least, I have seen plenty of stuff from folks arguing that it should be so. It's just phrased differently, because the edition warriors successfully portrayed "balance" as a four-letter word. The well has been so thoroughly poisoned, no one can claim they like balance. To do so is to commit debate suicide; you will instantly be dismissed as either an idiot who likes making bad games nobody actually enjoys, or a fussy, persnickety, unsatisfiable malcontent. (Both of these I have regularly experienced on this very forum, and the latter, in toned-down form, was the specific reason why 5e's designers claimed they weren't going to preview the "Tactical Combat Module" that then never actually appeared.)Not to put too fine a point on it, but this is exactly how ENWorld threads go when discussing game balance. I haven't seen a single thread insisting that D&D is "actually balanced" in years.
Sure. PB is the preferred method in most gaming circles I've seen. Rolled stats create inherently more and less powerful characters right out the gate--and with players generally wanting their characters to stick around long-term,* these discrepancies linger forever. It becomes further heightened because there is now an explicit, intended equivalence between stats and feats. Each feat is supposed to be worth, approximately, +2 to one stat or +1 to two stats. Which means that, if you roll a combined stat total of 66 (low but quite possible) and your buddy rolls a combined stat total of 78 (very slightly above average), you're now permanently 6 feats behind them. This gives a quantifiable gap.I'm glad to hear that, actually! We roll our character stats as well, and have for years, but I got the impression from many, many people here in these forums that it's far from the preferred method. I've read several dissertations on how it should "go away," or at least be demoted to the variant method in favor of Point Buy.
Eh. Not really. Most of the imbalance is baked into the spellcasting rules and spellcasting classes; the dice do make things swingy, but not to so meaningful a degree. All the swingy design does is discourage people from doing things which depend on rolling to succeed. Cut out the dice middleman, as it were. Guess which part of the system is exceptionally good at removing or reducing the dependence on dice, or giving you special control over said dice? Spellcasting. Further, guess which classes are the most dependent on dice and have few to no tools for removing or reducing such dependence...unless they dip into the previously-mentioned part? Martial characters.I would argue the same.
I mean, you portrayed balance in the worst possible light, so you really shouldn't be surprised almost no one picked it. As I said, "balance" has been successfully poisoned. "Bad thing, but also bad thing and bad thing" isn't going to draw much attention.Note the qualifier I used, "...that I read about here on ENWorld." This poll is a response to all of the many, many comments and threads here on ENWorld that pertain to "unbalanced" features in 5E. I'm sure you've seen plenty of them yourself. Among those who chose to participate, I honestly expected everyone to be a lot more polarized into the two extreme camps (especially after giving everyone else two ways to opt out). I'm actually quite happy to be wrong so far.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.