DND_Reborn
The High Aldwin
Just because part of the game isn't played by many players doesn't mean that part should suffer in design or balance.
People don't usually play high level to see the problem.Nah. All these work either well or at least OKish. It is far cry from 3e situation where at higher levels non-casters couldn't really contribute. Is it perfect? No, not at all, I certainly have my gripes too. But things work well enough that most people don't even notice any issues and those who do generally don't feel it is a huge deal. It's more like blemishes than major flaws.
If changes were made that addressed this for other people who have experienced problems with it, would the game still work "reasonably well" for you?I've played and DMed to 20th, my current group is 15th. Nobody has had a problem with those classes. One person's major flaw is another person's works reasonably well.
It is the defense the company would use.Or alternatively mistake the game's popularity for its design quality.
For those sensitive to this sort of critique, this again is not to say that 5e D&D or D&D is a badly designed game or that its popularity is somehow wrong. Instead, it falls within the scope of what @Jaeger rightly points out as "good enough." A similar "good enough" design argument was made by Snarf Zagyg as well, namely his "Cheesecake Factory" piece. Places like Waffle House in the U.S. South or McDonalds worldwide are incredibly popular, but I don't think anyone would dare claim that they have "good quality" food, and for those eager to gaslight me by claiming that I am somehow being an elitist snob against the plebs, I say this as someone who enjoys both eating establishments.
5e's success has been used as a shield by some against making any changes to the game's shortcomings, weaknesses, or sore spots.
High level play is kind of a chicken and the egg. Because there's no higher module support and minimal monster support unless you want fiends again, people don't play that level. That and a lot of DM's and players get tired of the current campaign and want to start something different.Saying It’s not as bad as it was in 3e isn’t exactly a ringing endorsement either.
But yea, Most classes in 5e work very well in tier 2 and toward the end of tier 1. That’s where most of the game is played for most groups.
There are 6 full caster classes (counting warlock here), and 2 more built almost entirely around magic, and 2 more half-casters. There are 3 classes built around not-magic.Honestly, my hot take is that 'sits around and swings a sword' is not really that interesting an archetype so, if I were to run D&D again, i'd work up some kind of homebrew 'sergeant' class based more around leading NPC minions who are the classic idiots with weapons paradigm. Something like the old warlord but a bit more fleshed out. It'd be something they'd have from 'go', rather than a high level thing, just at go, you have five guys, or something to that effect.
Did I say that I don’t think that it should be fixed? Because earlier in this thread I definitely said it should be fixed and suggested how. But I still don’t think it is a major flaw. It’s just that it is a good idea to fix more minor issues too.People don't usually play high level to see the problem.
However of those who do, a large percentage complain about it.
Designing 20 levels of a game and having at least 25% of fans who run all those levels conservatively say 8 levels of it isn't good is nowhere close to "good enough to not attempt to fix".
Most people I talk to that complain about high level either don't like high powered games or are confused by having a high level game where gods, npc, kings, and other heroes go after those who interfere with their goals. High level games since 1e have always assumed you are playing a campaign and consequences occur, enemies learn your weaknesses and use them against you.. imo theree is no way for anything but DM to balance the game once you pass 10th level.People don't usually play high level to see the problem.
However of those who do, a large percentage complain about it.
Designing 20 levels of a game and having at least 25% of fans who run all those levels conservatively say 8 levels of it isn't good is nowhere close to "good enough to not attempt to fix".
I fully believe that these are not issues for your particular group. Whatever y’all are doing has made it work.
But I also think it’s fair to acknowledge that the way you all play isn’t going to be for every group and maybe not even most groups.
what might be interesting is to see what build and items your fighter has vs the build, items and spells the groups wizard has. With a bit of info about typical combat tactics and the like - and what a typical adventuring day looks like.