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Battle Master vs. Eldritch Knight
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<blockquote data-quote="Tony Vargas" data-source="post: 6936111" data-attributes="member: 996"><p>Trying to invalidate the game's innate DM-mediated flexibility to focus on or minimize a given pillar, just to deny a perfectly reasonable playstyle doesn't seem productive, either. ;P</p><p></p><p>The definition of balance I find most useful is that a game is better-balanced the more choices it presents to the player that are both meaningful and viable. </p><p></p><p>If we are assuming a campaign that focuses more or less equally on all three pillars, then a choice that's viable only in one might well fail to clear that bar.</p><p></p><p>Mechanically, by providing character creation choices that remain viable outside the combat pillar, in the sense that they each leave the player with significant meaningful/viable choices in out-of-combat play. It could also be helpful to provide a structure to out of combat challenges, similar in effect to that of initiative in combat: providing opportunities for every player to participate.</p><p></p><p>All characters have certain things that all characters can do, yes. Anyone can make a CHA check, even if it's at -1 with disadvantage for want of any viable choices that might have worked better. </p><p></p><p>Any utility function used eats into their remaining utility, too. There's (perhaps ironically) nothing magical about a daily limit. Flexibility with a daily limit is still flexibility. </p><p></p><p>I thought that was you? ;P</p><p></p><p>They're not. They're much more focused and limited in scope.</p><p></p><p>They're similar to first level spells in the design sense that they're presumably each perfectly OK for a 3rd level melee type to have access to.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6936111, member: 996"] Trying to invalidate the game's innate DM-mediated flexibility to focus on or minimize a given pillar, just to deny a perfectly reasonable playstyle doesn't seem productive, either. ;P The definition of balance I find most useful is that a game is better-balanced the more choices it presents to the player that are both meaningful and viable. If we are assuming a campaign that focuses more or less equally on all three pillars, then a choice that's viable only in one might well fail to clear that bar. Mechanically, by providing character creation choices that remain viable outside the combat pillar, in the sense that they each leave the player with significant meaningful/viable choices in out-of-combat play. It could also be helpful to provide a structure to out of combat challenges, similar in effect to that of initiative in combat: providing opportunities for every player to participate. All characters have certain things that all characters can do, yes. Anyone can make a CHA check, even if it's at -1 with disadvantage for want of any viable choices that might have worked better. Any utility function used eats into their remaining utility, too. There's (perhaps ironically) nothing magical about a daily limit. Flexibility with a daily limit is still flexibility. I thought that was you? ;P They're not. They're much more focused and limited in scope. They're similar to first level spells in the design sense that they're presumably each perfectly OK for a 3rd level melee type to have access to. [/QUOTE]
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