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<blockquote data-quote="Bacon Bits" data-source="post: 7280258" data-attributes="member: 6777737"><p>For your first campaign, I'd suggest using point buy/default array, no feats, and no multiclassing to get an idea of the baseline. Both feats and multiclassing are not as well vetted, so they can cause issues at some tables. Feats (SS, GWM, Polearm Master, Crossbow Expert, Lucky) moreso than multiclassing. I wouldn't limit race or class options unless it makes sense for your setting (i.e., no PC Dragonborn, Tieflings, or Drow in Greyhawk). The only PHB race I'd ever consider restricting for power level would be Variant Human.</p><p></p><p>The potential problem areas this leaves are:</p><p></p><p>1. Warlock high damage with the "per hit" wording of <em>hex</em> and Agonizing Blast in conjunction with multi-hit nature of <em>eldritch blast</em>. WotC ruled this works the way your players want.</p><p></p><p>2. Warlock warping encounters with <em>darkness</em> and Devil's Sight</p><p></p><p>3. Paladin smite nova. Note that Paladins choose whether or not to smite <em>after</em> they know if an attack hits.</p><p></p><p>4. Bear Totem Barbarian damage resistance being a little excessive.</p><p></p><p>5. Diviner and Abjurer abilities being a bit too powerful.</p><p></p><p>6. Life Cleric healing extremely deep.</p><p></p><p>7. Moon Druid starting out very strong at lower levels and ending up rather boring once the other PCs catch up. The polymorph/wild shape rules add a lot of durability that they really probably should not.</p><p></p><p>8. Elemental Monks and Beastmaster Rangers being pretty crap. Sorcerer spells known being super restricting.</p><p></p><p>9. A few spells (<em>bless</em>, <em>simulacrum</em>, <em>hex</em>, <em>spirit guardians</em>, <em>tiny hut</em>, <em>polymorph</em>, <em>counterspell</em>, <em>shield</em>, <em>green flame blade</em>, <em>booming blade</em>, <em>revivify</em>) causing issues at some tables.</p><p></p><p>That's just what I've seen more than one person have a problem with. I would <strong>not</strong> request your players avoid these out of the gate because most tables don't have any problems with most of the above. However, they're worth keeping an eye on because it's what other tables have had issue with.</p><p></p><p>The biggest overall problem we've had is getting the party to short rest to make Fighters, Warlocks, Monks and other short rest abilities feel like they're getting full value, and using fewer, harder encounters than the 6-8 they tell you (which turn out to be fairly easy and much too often) to keep combat as interesting as we like it to be. These two difficulties are inexorably linked, unfortunately.</p><p></p><p>Combat in 5e D&D is very fast. It's rare that combat last more than 5 rounds until you get to middle-high levels (~10) unless there's some environmental obstacle.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7280258, member: 6777737"] For your first campaign, I'd suggest using point buy/default array, no feats, and no multiclassing to get an idea of the baseline. Both feats and multiclassing are not as well vetted, so they can cause issues at some tables. Feats (SS, GWM, Polearm Master, Crossbow Expert, Lucky) moreso than multiclassing. I wouldn't limit race or class options unless it makes sense for your setting (i.e., no PC Dragonborn, Tieflings, or Drow in Greyhawk). The only PHB race I'd ever consider restricting for power level would be Variant Human. The potential problem areas this leaves are: 1. Warlock high damage with the "per hit" wording of [I]hex[/I] and Agonizing Blast in conjunction with multi-hit nature of [I]eldritch blast[/I]. WotC ruled this works the way your players want. 2. Warlock warping encounters with [I]darkness[/I] and Devil's Sight 3. Paladin smite nova. Note that Paladins choose whether or not to smite [I]after[/I] they know if an attack hits. 4. Bear Totem Barbarian damage resistance being a little excessive. 5. Diviner and Abjurer abilities being a bit too powerful. 6. Life Cleric healing extremely deep. 7. Moon Druid starting out very strong at lower levels and ending up rather boring once the other PCs catch up. The polymorph/wild shape rules add a lot of durability that they really probably should not. 8. Elemental Monks and Beastmaster Rangers being pretty crap. Sorcerer spells known being super restricting. 9. A few spells ([I]bless[/I], [I]simulacrum[/I], [I]hex[/I], [I]spirit guardians[/I], [I]tiny hut[/I], [I]polymorph[/I], [I]counterspell[/I], [I]shield[/I], [I]green flame blade[/I], [I]booming blade[/I], [I]revivify[/I]) causing issues at some tables. That's just what I've seen more than one person have a problem with. I would [B]not[/B] request your players avoid these out of the gate because most tables don't have any problems with most of the above. However, they're worth keeping an eye on because it's what other tables have had issue with. The biggest overall problem we've had is getting the party to short rest to make Fighters, Warlocks, Monks and other short rest abilities feel like they're getting full value, and using fewer, harder encounters than the 6-8 they tell you (which turn out to be fairly easy and much too often) to keep combat as interesting as we like it to be. These two difficulties are inexorably linked, unfortunately. Combat in 5e D&D is very fast. It's rare that combat last more than 5 rounds until you get to middle-high levels (~10) unless there's some environmental obstacle. [/QUOTE]
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