D&D 5E "But Wizards Can Fly, Teleport and Turn People Into Frogs!"

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I know what LFQW stands for, thanks.

I'm saying that when people complain about this, it is a symptom of an underlying disease. And the underlying disease is that most versions of D&D have different and vastly unequal ways that characters achieve narrative control over the game.

Either you are a spellcaster and you can alter reality at your whim; i.e., you have powerful narrative control.

Or you are not a spellcaster and you cannot; i.e., you have limited narrative control.

Unless you treat that underlying disease, the symptom (complaints about LFQW) will never go away.
 

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I know what LFQW stands for, thanks.

I'm saying that when people complain about this, it is a symptom of an underlying disease. And the underlying disease is that most versions of D&D have different and vastly unequal ways that characters achieve narrative control over the game.

Either you are a spellcaster and you can alter reality at your whim; i.e., you have powerful narrative control.

Or you are not a spellcaster and you cannot; i.e., you have limited narrative control.

Unless you treat that underlying disease, the symptom (complaints about LFQW) will never go away.

Um, sure it will. 4e wizards had about the same level of narrative control, via rituals and utility spells, but their combat powers were rigidly balanced against all other classes. So whatever complaints people had about wizards' narrative control in 4e, I don't think I've ever heard the LFQW complaint attached to that edition. 5e is doing a good job of making wizards less quadratic too.
 

I don't agree with this statement as presented, and I might be misunderstanding the context in which house-ruling is being used.

4e, IMO, is a well balanced system. This has not prevented me from making tweaks to it (house rules) to do things I want. It was not hard to make these tweaks. 1e was another system which I tweaked quite a bit. It was also easy to do in that system, because the majority of subsystems there were in someways optional.

I don't think it's a matter of whether a system is well-balanced or not. I think it's a matter of how up front the system assumptions are, and how much knock-on effects impact the tweaking. If I change system A and, unbeknownst to me, I'm impacting system B then the system is fighting you internally. This has nothing to do with how balanced the system is. It has to do with how "cooked-in" the systems are to each other. If the systems are "cooked-in", but obvious, then tweaking is harder, but whoever is making the changes knows exactly what he's impacting with the change. If the systems are not cooked-in tweaking is very easy. If the systems are "cooked-in", but not obvious, then tweaking them can have severe impacts that are unknown.

The other thing about "house-ruling" is that certain things are put in place as balance factors. However, if it's not obvious what they balance somebody might tweak them and create great issues without even realizing it. I think the built in magical restrictions in 1e were such a balancing system (cooked-in and not obvious). Spell casting time, components, spells per day, restricted magical item creation, slow XP progression for casters, and other things were put in place to balance spell casting characters with non-spell casting characters. When these balancing systems are tweaked or removed... Well, here we are in this thread seeing the impact of those changes.

Sorry, poor phrasing on my part. I meant that it's harder to balance an unbalanced system with house rules than it is to use house rules to intentionally unbalance a system that was originally balanced. So using house rules to mAke 3e fighters comparable to 3e wizards in overall power is incredibly difficult, but making 4e wizards more powerful than 4e fighters would be very easy.
 

Presumably if 3e is pretty well balanced then AD&D, whose Mages and Clerics were considerably weaker than 3e made, is a game you consider badly balanced.
It's not really a relevant comparison. The relative power of one character class versus another isn't the main balance consideration in my eyes, as I explained in detail elsewhere. And even if it was, the differences between those two editions aren't all that large.

The equation of hit points with luck is found in Gygax's PHB and DMG.
So are many other things that have been revised, changed, or forgotten since then. Given that this thread is forward-looking and about what mechanics should be rather than have been (such as mechanics that subvert the hp as luck angle), I don't find the historical context particularly compelling.

You may not like it
I don't, which was my point. I know that Gygax's writings describe hit points that way. Gygax made a mistake. One which has hindered the progress of the game for the duration of its existence. No matter how you look at it, he made a lot of mistakes, not because he was incompetent, but because he was breaking new ground. He wasn't the Grand Poobah of roleplaying, simply the guy who wrote the first popular rpg. Many such mistakes (or evolutionary dead ends, if you prefer) have been fixed since then, and the game has expanded and evolved into new territory that he never could have anticipated. Why leaving hit points (in the mishmash of toughness and luck and skill conception) behind is such a big deal when so many other things have been changed I don't understand.

(4e develops this idea the furthest of any edition)
It regresses to an earlier stage of development in this and other ways by developing an idea that really doesn't warrant development. It would be like bringing back and further developing the weapon vs armor charts, or percentage-based thief skills. Or it would be like modern medicine abandoning drugs and surgery and perfecting the best possible bloodletting and exorcism techniques. Not a good idea.

Many RPGs have balanced mechanical effectiveness across PCs despite having no "inherent goals."
Balanced mechanical effectiveness at what?

But I am guessing that they approach the GM side of things - and particularly encounter building - in ways that are not your preferred approach.
They probably approach balance (which is generally on the GM side of things) in ways that are not my preferred approach.

This is absolutely and completely 100% false. Take a look in a 2e PHB. It has roles. The roles in question are IIRC Fighting Man (Fighter, Ranger, Paladin), Cleric (Cleric, Druid), Mage (Wizard, Illusionist (which had been demoted to a specialist wizard), other specialist), Rogue (Thief, Bard). And mysteriously they fit the archetypal four person party of magic user, cleric, fighter, thief in exactly the same way 4e does.
It has roles if you use the literal common-language definition of the word. All classes are roles in that sense, and they can be categorized somewhat as well in the way that 2e did. But 4e roles, which are specifically based on a reductionistic view of combat actions, are not there. 2e wizards were mages, not controllers, and those terms are not synonymous. As you point out, the mage category could include all wizard specialties, some of which are not focused on direct combat, and others of which can focus on virtually any type of combat action. Similarly, 2e rogues were not strikers (though some could be), priests were not leaders, and fighters were not defenders. Those are the roles that 4e postulates.

Versions of D&D prior to 4e also had warlords, leaders, powers, minions, and rituals, by the common language definition of those words, but 4e created new concepts and assigned those words to them, thus when used in an appropriate technical context, they all refer to things that exist only in 4e.

This is in no sense true either. It is possible to find people who consider any given edition to be balanced - but if the 1e PHB is balanced then the 2e one isn't
This is not true at all. It is does not follow that if one game is balanced all other games must not be; there's no universal standard for balance. They're all balanced in different ways. The 1e and 2e books are not (as you later get at) necessarily balanced for the same goals, nor do they necessarily use the same approach to achieve them.

Also I know very few people who consider 3.X is anywhere approaching balanced.
I know no one anywhere who has ever played 4e or would consider it a viable rpg, let alone a balanced one. Perhaps it may be that neither of us knows a statistically meaningful portion of the rpg community.

Balance is always balance to a specific purpose. The first question is what purpose it will be used for.
Well that makes sense, at least.

Balance between player character options is not irrelevant, but it certainly isn't the only type of balance. I find the obsession that some people have with this particular goal (making sure that every character creation choice is equally powerful) quite bizarre.
 

I don't, which was my point. I know that Gygax's writings describe hit points that way. Gygax made a mistake. One which has hindered the progress of the game for the duration of its existence. No matter how you look at it, he made a lot of mistakes, not because he was incompetent, but because he was breaking new ground. He wasn't the Grand Poobah of roleplaying, simply the guy who wrote the first popular rpg. Many such mistakes (or evolutionary dead ends, if you prefer) have been fixed since then, and the game has expanded and evolved into new territory that he never could have anticipated. Why leaving hit points (in the mishmash of toughness and luck and skill conception) behind is such a big deal when so many other things have been changed I don't understand.

Because it works without being to fiddly and book-keeping intensive. No Edition of D&D has maintained that Hit Points where anything other than what Gary described above. It certainly doesn't make sense that "the amount of blood left in your veins", as you put it up thread, potentially doubles when moving from first to second level and keeps on increasing quite a bit after that. Hit Points have always been a sort of an ablative plot armour, the mistake that needs to be called out is not that they where used at all, it is that they where not more explicitly called out as such and that the issue was further confused with 'Healing' spells and potions.
 


Balance between player character options is not irrelevant, but it certainly isn't the only type of balance. I find the obsession that some people have with this particular goal (making sure that every character creation choice is equally powerful) quite bizarre.
That's why when I play Monopoly, the thimble can only move 1 space, the horse must must move 10 spaces, and the race car can pick whatever square they want to move to. No one who picks the race car seems to mind.
 

That's why when I play Monopoly, the thimble can only move 1 space, the horse must must move 10 spaces, and the race car can pick whatever square they want to move to. No one who picks the race car seems to mind.
And D&D=Monopoly. Ater all, what is Monopoly but a tabletop rpg in disguise?
 

Well, their (arguable) advantage is simplicity, but I don't think they "work" well enough anymore.

I think they work well enough and are simple enough as-is. The real problem is that people continue trying to "drift" what they have always meant into something they were never meant be.

In that case you either create a completely different mechanic that can handle that drift, continue to let it drift and do nothing, or reinforce the original meaning and leave the existent mechanic alone.
 


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