D&D 5E (2014) "But Wizards Can Fly, Teleport and Turn People Into Frogs!"

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Nothing. Why do you ask?

Not entirely true. You can know that it's part of the "torture porn" genre and critique facets of that genre. You can watch youtube clips out of context or read reviews and other articles on the topic. You can watch other works by the same people who made those movies and extrapolate from them.

Can you critique specific scenes? No. But I'm not going into that level of detail. I don't presume to talk about specific powers/feats/etc. unless I've read them and have text handy (rarely happens), but I can talk about the concept of powers or roles or hit points.
Gameplay's just as specific if you are trying to imply that someone is quite literally wrong about why they enjoy a game.

And yes, I think if you've never played a game, your opinions have less value than (yes, even critical/negative) opinions of those who have.
 

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Am I a critic? Am I being paid and are my opinions being published? No. I don't see the need to hold myself to those standards. If I wrote about rpgs for a magazine or something, then your contention would be more appropriate.

My assertions are based on theory and anecdotal evidence, like everyone else's on these boards.

My contention is that you can't judge a book by it's cover. You're assertions might be theory, but those that have played it have a different type of assertion, and that is called experience.

There are many "professors" in college that have that same mentality. They can theorize as all "heck", but many have no real world experience in their field. Their theory is hollow, empty, and void of most merit when compared to actual experience.

That's perfectly fine, you go ahead and continue with your "theories".
 

Gameplay's just as specific if you are trying to imply that someone is quite literally wrong about why they enjoy a game.
What I'm debating are the projection of their experiences onto others. "4e fixed my mage problem" is okay. That's a problem that one person had in their game. If they explain how it worked for, I judge their explanation and how generalizable or useful it is based on its logic and coherence. "4e fixed the mage problem" I don't buy. Assertions that this or any other problem is a universal or "generally accepted" fact are BS. Which was stated a while back.

And yes, I think if you've never played a game, your opinions have less value than (yes, even critical/negative) opinions of those who have.
Readers are welcome to assign whatever value they like. Personally, I have different criteria.
 

There are many "professors" in college that have that same mentality. They can theorize as all "heck", but many have no real world experience in their field. Their theory is hollow, empty, and void of most merit when compared to actual experience.
Great! I'm a professor.

There are also many "experts" outside of colleges that have no use for "theories" and simply believe whatever their experiences lead them to. If they take an herbal supplement and their flu goes away, they conclude they've found a cure for the flu. If a fortuneteller tells them a change is coming and something changes in their life, they conclude psychic powers are real. If they see a storm they conclude that some bearded man named "Zeus" must be throwing lightning bolts at them (hey, it makes for great fantasy fiction). That's what experience gets you.

That's perfectly fine, you go ahead and continue with your "theories".
And you can go right on peddling your "experience".
 



Anybody have anything to say about wizards?

Sure! Let's go back to the levels argument.

Balance is not whether a particular character is as powerful as another character of the same level. It's (in the context of character classes) whether that character is equally powerful in the rules and in the fictional world they're creating.

To my mind, "level" is an entirely game-mechanical number that has very little to do with lore or narrative. No fiction I've ever read, even D&D-derived stuff like Dragonlance or Drizzt, ever explicitly states the character level of anyone. So if players come to the table with ANY expectation for what a Level X character of a given class should be able to do, it's based entirely on their experience with previous versions of the game. Not only is this an appeal to antiquity, it's one that's pretty unworkable given that every edition of D&D has presented quite different power balances between classes.

Conversely, if a fighter 10 is as good a fighter as his experience warrants (however good that is), and if a wizard 10 is as powerful as the players expect him to be, then they're balanced, even if they're wildly different in power from each other.

See, this is fairly unworkable, because what the players "expect" from a Level 10 wizard is completely dependent on their experience with past RPGs (mostly D&D). A 3e fan expects a level 10 wizard to be very versatile and powerful; a 1e or 2e fan expects him to be powerful but quite fragile; and a 4e fan expects him to be about as powerful as every other class at that level.

And while I agree that when I'm at the table I like spending less time in combat than exploring or interacting, the simple fact is that I don't need or want 100 pages or rules and powers to make those parts of the game work effectively. A fairly lightweight skill system and maybe a few spells or "skill tricks' are enough to work as mechanical scaffolding for trade negotiations, or crossing a vast desert, or whatever. But I *do* need a lot of well-designed rules to make combat sufficiently fun, complex and involving. (If I didn't want that, I'd be playing one of the dozens of fantasy RPG systems withmuch more streamlined combat rules.) That's what I'm paying WOTC for when I buy the PHB. And if they're going to spend years designing and revising those hundreds of pages of combat rules, why the heck WOULDN'T they be shooting for the kind of "balance" that makes each class equally interesting and effective in combat situations?

Out of combat is a different, and IMO somewhat easier, balancing act. What you really need there is for each class to be able to contribute meaningfully to the majority of common out-of-combat challenges, like diplomatic encounters and traversing difficult terrain. If the wizard can cast Teleport with little risk or effort and the fighter's stuck carrying the bags, that's less fun than if, say, the Teleport ritual requires you to have a handful of the soil from your destination, and the whole party can work to attain that sample from a recalcitrant local merchant.

As I've said earlier, there are a few aspects here: first, wizards shouldn't be able to bypass major aspects of exploration and interaction with a single spell. They've already "fixed" this in 5e IMO. Second, the fighter class specifically should be able to contribute effectively, especially at high levels, which I think they need to work more on.
 


Sure! Let's go back to the levels argument.
Great!

To my mind, "level" is an entirely game-mechanical number that has very little to do with lore or narrative. No fiction I've ever read, even D&D-derived stuff like Dragonlance or Drizzt, ever explicitly states the character level of anyone. So if players come to the table with ANY expectation for what a Level X character of a given class should be able to do, it's based entirely on their experience with previous versions of the game. Not only is this an appeal to antiquity, it's one that's pretty unworkable given that every edition of D&D has presented quite different power balances between classes.
I essentially agree with most of this.

However, even though level is a purely metagame construct, it does interact with the game world. If you're level 1, you're the lowest level you can be (with some exceptions; in any case, there's a bottom). If you're level 20, you're the highest level you can be (again, with some exceptions, but there is usually a max). So I think it's fair that a level 1 fighter should have mechanics that represent how good the weakest possible character who could call himself a fighter should be. And that a level 20 (or whatever number) should be the best that the game world allows. And that the other levels should be somewhere in the middle. So, if a game doesn't provide that, mechanically, I think that's a problem. If (as in one possible example) level 1 characters are better than beginners are expected to be, that can be a balance consideration.

See, this is fairly unworkable, because what the players "expect" from a Level 10 wizard is completely dependent on their experience with past RPGs (mostly D&D). A 3e fan expects a level 10 wizard to be very versatile and powerful; a 1e or 2e fan expects him to be powerful but quite fragile; and a 4e fan expects him to be about as powerful as every other class at that level.
You're right about that much, and it's going to be a big problem for 5e, because one man's balance is another man's dealbreaker.

And while I agree that when I'm at the table I like spending less time in combat than exploring or interacting, the simple fact is that I don't need or want 100 pages or rules and powers to make those parts of the game work effectively. A fairly lightweight skill system and maybe a few spells or "skill tricks' are enough to work as mechanical scaffolding for trade negotiations, or crossing a vast desert, or whatever.
I'm inclined to agree. The amount of text in the rules on a given topic doesn't need to correspond with how much that topic comes up in play. I do like lightweight skill systems and heavier combat rules.

And if they're going to spend years designing and revising those hundreds of pages of combat rules, why the heck WOULDN'T they be shooting for the kind of "balance" that makes each class equally interesting and effective in combat situations?
I don't think having rules that describe combat well is the same thing as having rules that make all possible characters equally effective at combat.

For example, a commoner (or whatever you call an unskilled noncombatant) is clearly not balanced or supposed to be balanced with a fighter in this regard. The thornier issue is whether a bard should be. Personally, I find that players are able to and want to make decisions about how combat-focused their character is. A (pre-4e) spellcaster can and not infrequently does select a set of spells that make him limited or even useless in a fight. Your rogues and bards sometimes focus on Diplomacy and pump Cha and Int instead of Dex. Even some fighters are multitaskers who have careers, while others are purely combat focused.

I think the goal is not to force everyone to be equally effective at combat, but merely to lay out the options so it's clear what will produce effectiveness in combat versus in another situation (transparency).

Then the other question is whether any two characters who are actually designed to be effective combatants should be equally effective, even if they are of different classes. And that's where I think the more legitimate disagreement is. I don't think that this should be the case. If I'm playing a 20th level wizard, I expect to be able to cast Wish. If I'm playing a fighter, I don't expect anything equivalent. In practice, I think some degree of balance is achieved through resistances, saving throws, and various DM tools made to screw spellcasters, but I don't think that it will ever be enough for some people. And if you're expecting that, I'm not sure that we can get to the same place mechanically. But maybe, if the "dials" of 5e were designed right, it would work.

Out of combat is a different, and IMO somewhat easier, balancing act. What you really need there is for each class to be able to contribute meaningfully to the majority of common out-of-combat challenges, like diplomatic encounters and traversing difficult terrain. If the wizard can cast Teleport with little risk or effort and the fighter's stuck carrying the bags, that's less fun than if, say, the Teleport ritual requires you to have a handful of the soil from your destination, and the whole party can work to attain that sample from a recalcitrant local merchant.

As I've said earlier, there are a few aspects here: first, wizards shouldn't be able to bypass major aspects of exploration and interaction with a single spell. They've already "fixed" this in 5e IMO. Second, the fighter class specifically should be able to contribute effectively, especially at high levels, which I think they need to work more on.
I think that any character should be able to bypass major aspects in some cases, but it can get out of hand. I think limiting the ability of spellcasters to do that is important. For example, I think the 5e teleport is better than the 3e version. You still get the effect, but with more limits and later on. The handful of dirt idea is good as well. I think that's the right kind of compromise. There's probably other good compromises to be had on some of these oft-discussed effects.

As to fighters, I agree completely, but I don't think it's possible to do well unless you grant them sensible abilities to bypass the hp system as spellcasters do (as discussed many pages ago), or change the hp system to allow them to do more.
 

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