Balancing act!

(I still haven't figured out if they actually create the balance with _no_ magic items in a party, or if there is still a "wealth per level" mechanic in place that says how much items a party should have to meet the expected effectiveness)

Almost certainly "wealth per level," reference this Design and Development article. If anything, it looks like the requirement of a +X weapon at level Y is even more firm than before (remember, wizards and such now have, and probably need, +X implements). They probably make up for this by reducing the overall number of required item types (so you no longer need a +X natch armor item, for example).
 

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Hussar said:
3. "Wizard seems to be the boom class not the utility class anymore." - This is outright false. Wizards still have utility spells. We know they have invisibility and teleport. I'm fairly sure they will have others as well.
By wotc's own admision they are tearing out huge chuncks of the magic system. The imbalances which of made wizards versitile. Sure the 4E wizard will have options, but it will be a pale comparison to all the choices of previous editions.{mind you, I think this is a good thing]
 
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D_E said:
Almost certainly "wealth per level," reference this Design and Development article. If anything, it looks like the requirement of a +X weapon at level Y is even more firm than before (remember, wizards and such now have, and probably need, +X implements). They probably make up for this by reducing the overall number of required item types (so you no longer need a +X natch armor item, for example).
It looked more to me as "you can give these items to PC's and you don't have to expect totally screwing your campaign with it", but it could also mean "hard" wealth by level rules. (But then, one playtest report or blog post stated that they didn't have any magical weapon in their party at ~7th level or so, which would leave little room for Wands +6" as required items by level.)
 

This bit is what makes me think wealth by level:

What the designer is saying, rather, is that he imagines that the effect of both the rope of climbing and the +2 flaming sword are appropriate for characters around 10th level. A few levels before that, either item would have a much more significant impact on gameplay (possibly by making certain spells or powers of the characters obsolete). More than a few levels after that, either item will have lost a lot of its luster -- maybe because more characters have easy access to levitation, flight, or even short-range teleportation effects, in the case of the rope of climbing, or because they're all toting around +3 or better weapons, making the flaming sword seem underpowered.
More generally, if magic is going to feature in quataties greater than one or two per player, and if the expected bonuses are going to scale at a rate anything like +1 bonus per three to four levels (reaching +7-+10 by level 30, assuming linear progression), then those items have to be taken into account when balancing encounters.

That said, if the assumptions are now more like "one magic weapon/implement, one magic defense item, and one or two utility items per player," then the absense of magic items in a campain would not have as big an effect on ballance as it does in 3.5.
 

Mustrum_Ridcully said:
Did we not? I thought the discussion about Minions, Regular, Elite and Solo monsters, monster level did touch the balance between party and monster.

Oh, I'm not saying that they haven't touched on that. I'm just saying that the 4E info-dumps have tended to firmly favor the player side of the equation. Whenever I see talk of something being "unfun" or that "the player has nothing to do in situation X" I assume they're referencing the "we're working hard to improve intra-party balance" talking point in the memo that marketing presumably sent out before 4E was announced at GenCon.

Honestly, the only problem (in reference to game balance) I have with the direction they're taking the marketing info-dumps is that I can't tell if they're intentionally overstating the problem of players getting upset over situational power disparity for marketing purposes, or if they really believe that most players care as much as the designers think they do.

If it's the former, it's no biggie as long as they don't inadvertently convince a bunch of players to start caring about it. Oi, that would suck so much.

If it's the latter, I do worry that the differences between what I want out of a D&D game and what the designers want are significant enough that I may not enjoy 4E as much as I enjoy playing the current edition.

The base concept seems to be that a party of level X can stand best against monsters of level X, whose XP total an amount f(X). (But you can use higher and lower level monsters, provided you don't exceed the total XP "allowed". If you use less, well, don't be surprised if the combat becomes a cake walk.

And in my contributions to the threads on that topic, I've stated my opinion that they're merely matching the gaming terminology to the actual mechanics in a way that's more intuitive for GM's to use. As of yet, I haven't seen an actual innovation described here that necessarily implies better encounter balance.

I'm not even sure how "encounter-balance" is being defined. Is it the whole "after an appropriate encounter a party will be at 80%" thing we've seen thrown around? Changing the baseline certainly would certainly help them to come up with better solutions to the problem.

Reducing the importance of magical items (less Christmas Tree) also seems to indicate that party vs monster balance doesn't require a lot (if any) items. (I still haven't figured out if they actually create the balance with _no_ magic items in a party, or if there is still a "wealth per level" mechanic in place that says how much items a party should have to meet the expected effectiveness)

In my posts in the appropriate threads, I've stated that my opinion is that they're fixing the christmas tree effect (or at least decreasing its impact) by re-focusing magic items so that only a small minority provide direct improvements to combat-specific variables (ie, AC, Hit-Points, Attack Mods, Saves, etc). The vast majority of magical items will simply give characters early access to powers they're going to have in a couple of levels anyway.

That's how I read and interpreted the article, anyhow.

- magic items were definitely a requirement for party - monster balance
- inter-party balance was seen over all levels of play, instead of each individual level (low level spellcasters weaker than low-level fighters, but high level spellcasters stronger than high level fighters)
- party and monster balance assumed approximately 4 encounters of party level per day.

Right, so they were trying to balance a whole bunch of non-linear stuff all at once. Never a good idea for system design of any stripe.

It does seem like what they're trying to accomplish is to make each class more directly equivalent at a particular level so that they don't have to worry as much about weird "non-linear" synergies popping up.

Level-by-level balance of a different set of equations at each level is generally the way to go for best results I'd imagine, rather than trying to balance a single set of equations (so to speak) over the entire 1-20 play-space as they appear to have tried to do in 3.X.

Oh yeah, and when I say equations I am using that term very very loosely. I don't mean that they actually have some monster set of differential equations that "defines" D&D.

Do they even use those in video games for anything but the physics-emulators?

I think they are trying to "micromanage" the balance more in 4th edition, so that at each level, against each type of monster setup, at every "time of the day", characters and monsters (or rather: monster encounters) are in balance.

Absolutely. However, I suspect that this new and more micro-managing aspect of their approach to balance (if it truly exists) is simply due to the use of some sort of software program that allows them to get a general sense of game-play using different rule sets before they got to play-testing.
 
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helium3 said:
Oh, I'm not saying that they haven't touched on that. I'm just saying that the 4E info-dumps have tended to firmly favor the player side of the equation. Whenever I see talk of something being "unfun" or that "the player has nothing to do in situation X" I assume they're referencing the "we're working hard to improve intra-party balance" talking point in the memo that marketing presumably sent out before 4E was announced at GenCon.

Honestly, the only problem (in reference to game balance) I have with the direction they're taking the marketing info-dumps is that I can't tell if they're intentionally overstating the problem of players getting upset over situational power disparity for marketing purposes, or if they really believe that most players care as much as the designers think they do.

If it's the former, it's no biggie as long as they don't inadvertently convince a bunch of players to start caring about it. Oi, that would suck so much.

If it's the latter, I do worry that the differences between what I want out of a D&D game and what the designers want are significant enough that I may not enjoy 4E as much as I enjoy playing the current edition.
I think every player cares a little bit about it, but some care a lot more. But from a design perspective, such abilities are just not the best way to do something.

Think of other games - imagine a computer game where the player can't act for 5 minutes (and these 5 minutes are not a cool rendered cut-scene). Imagine a card game where you can't play any cards for a few minutes, while everyone else can. These are all elements that might work, and won't totally screw the game, but they can still be annoying. From a designer perspective, such elements must be reduced. People should play the game, not watch it.

They are overstating the issue from a purely "playability" point of view - I mean, millions (?) of D&D players exist and seemed to be happy enough. The problem exists, but doesn't totally wrack the game. But it doesn't mean it shouldn't be addressed, either.
 

tecnowraith said:
One of my main concerns now form what we have seen so far is where is the balance for the game? Points of interests: No racial penalties, combat classes and no social classes like a Noble class Wizard seems to be the boom class not the utility class anymore. Not sure about the Bard class though. Also the paragon paths seems cool ( i like so far) but what is the balance for them so they not get to overpowered instead of adding to it.
No racial penalties
Untrue. Abilities are redesigned with regard to bonuses they provide - it is much harder to get ability score without any ability bonus whatsoever. Hence, simple "+2 ability" increase becomes much less important.

no social classes
Not applicable, really. There is going to be encounter system for social challenges. So-called NPC classes become redundant with new monster stat approach (fixed statblocks with scaling notes, instead of class/hd-based development system).
Of course, validity of this approach remains to be tested.

Wizard seems to be the boom class not the utility class
Not applicable or untrue. Published playtest reports stressed battlefield control qualities of various spellcasters, highlighting Wizard class as the default Arcane Controller class. That said it was mentioned that Wizards still wield utility spells, albeit with stronger possibility of existence of classes specializing in the use of these spells (examples given so far: illusionists, necromancers).
However, that remains to be seen. There has been no definitive statement addressing Wizard restrictions.

Not sure about the Bard class though
In 3.x editions classes were usually designed around the concept of "combat balance", i.e. the class was fine as long as it did not break game combat balance. The Bard class, very IMHO, being more social-oriented, lacked means to shine in combat. True, it could provide some useful support, however being of support type, it lack necessary oomph to generate larger following.

Creation of social encouter system may alleviate this problem a bit, however, in hack'n'slash environment, dilettantes/artists are still likely to remain penalized.

regards,
Ruemere
 

I totally forgot about the encounter system for social challenges when I wrote this. It just most playtests "I" have seen dealt more of combat and less skill+social use of abilities. It has been a long week for me so I forgot about some things.
 

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