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<blockquote data-quote="Daztur" data-source="post: 9433848" data-attributes="member: 55680"><p>I agree that a lot of things that people online talk about as absolutely HUGE problems often just don't crop up in games in the real world at all.</p><p></p><p>For example in theory 3.5e has absolutely nightmarish balance issues on paper but I had whole campaigns in which that didn't just crop up at all. But when it did crop up it was often stuff like "being a druid and doing basic druid stuff" by a character who didn't try to powergame at all that wrecked a bunch of naughty word. Even a summoner wizard was mostly fine since he tended to just summon hordes of monkeys who all did the help action which made the martials happy (so many bonuses to hit) and made us all crack up about monkey cheerleaders.</p><p></p><p>Similarly in 5e the martial/caster gap only cropped up in a meaningful way in one campaign out of a looooooooooooot I played (but it was rather painful in that one due to a number of specific factors), in large part since my games almost always stuck to T1-T2. Ironically I think that the biggest single thing keeping classes more balanced than they should be in actual play in both 3.5e and 5e is the multiclassing system. Lots of multiclassing tends to distract people from the the most straightforward gamebreaking builds: simple full casters. Someone trying to make a gloomstalker/assassin or whatever is never going to break the game HALF as much as a straight wizard. In campaign after campaign we had 1 or 0 non-multiclassing fullcasters at the table which did wonders for balance (especially when you have characters like a monk/sorcerer and a cleric who mostly focused on in-combat healing).</p><p></p><p>But one issue that's talked about online that I HAVE seen derail campaigns among very average non-powergamers is the 15 minute adventuring day in both 3.5e and 5e.</p><p></p><p>OK,<strong> back to the main subject: 5.5e combat taking too long </strong>sorry for rambling on so long...</p><p></p><p>A lot of the kind of concerns that people talk about online are seen surprisingly rarely in actual tables. However, I'm not sure that "spamming weapon masteries slowing down the game" is going to be one of them. As you said, your group didn't spam them but I think the temptation to spam them and choose WMs that are easily spammable is going to be pretty prevalent once people get used to them. After all, they're the main new thing martials get and people are going to want to use the thing on their character sheet. It isn't some opaque niche thing like being a coffeelock or something.</p><p></p><p>My best guess is that once people get the hang of the new features, they'll treat WMs as much the same as the rogue's sneak attack. So more veteran players treat sneak attack as it being a fate worse than death to not at least try to get one off on your turn and it being important to trigger as a reaction as well. While more casual people try to use it most of the time. I think the same will go for the new features, and they'll use them more as they get used to them.</p><p></p><p>Also we have to consider the new MM. As the PCs have been buffed maybe the monsters will get enough new abilities (or at least more resilience to the new more powerful PCs) to slow down combat a bit on their end as well.</p></blockquote><p></p>
[QUOTE="Daztur, post: 9433848, member: 55680"] I agree that a lot of things that people online talk about as absolutely HUGE problems often just don't crop up in games in the real world at all. For example in theory 3.5e has absolutely nightmarish balance issues on paper but I had whole campaigns in which that didn't just crop up at all. But when it did crop up it was often stuff like "being a druid and doing basic druid stuff" by a character who didn't try to powergame at all that wrecked a bunch of naughty word. Even a summoner wizard was mostly fine since he tended to just summon hordes of monkeys who all did the help action which made the martials happy (so many bonuses to hit) and made us all crack up about monkey cheerleaders. Similarly in 5e the martial/caster gap only cropped up in a meaningful way in one campaign out of a looooooooooooot I played (but it was rather painful in that one due to a number of specific factors), in large part since my games almost always stuck to T1-T2. Ironically I think that the biggest single thing keeping classes more balanced than they should be in actual play in both 3.5e and 5e is the multiclassing system. Lots of multiclassing tends to distract people from the the most straightforward gamebreaking builds: simple full casters. Someone trying to make a gloomstalker/assassin or whatever is never going to break the game HALF as much as a straight wizard. In campaign after campaign we had 1 or 0 non-multiclassing fullcasters at the table which did wonders for balance (especially when you have characters like a monk/sorcerer and a cleric who mostly focused on in-combat healing). But one issue that's talked about online that I HAVE seen derail campaigns among very average non-powergamers is the 15 minute adventuring day in both 3.5e and 5e. OK,[B] back to the main subject: 5.5e combat taking too long [/B]sorry for rambling on so long... A lot of the kind of concerns that people talk about online are seen surprisingly rarely in actual tables. However, I'm not sure that "spamming weapon masteries slowing down the game" is going to be one of them. As you said, your group didn't spam them but I think the temptation to spam them and choose WMs that are easily spammable is going to be pretty prevalent once people get used to them. After all, they're the main new thing martials get and people are going to want to use the thing on their character sheet. It isn't some opaque niche thing like being a coffeelock or something. My best guess is that once people get the hang of the new features, they'll treat WMs as much the same as the rogue's sneak attack. So more veteran players treat sneak attack as it being a fate worse than death to not at least try to get one off on your turn and it being important to trigger as a reaction as well. While more casual people try to use it most of the time. I think the same will go for the new features, and they'll use them more as they get used to them. Also we have to consider the new MM. As the PCs have been buffed maybe the monsters will get enough new abilities (or at least more resilience to the new more powerful PCs) to slow down combat a bit on their end as well. [/QUOTE]
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