Azzy
ᚳᚣᚾᛖᚹᚢᛚᚠ (He/Him)
You are a hero. You may now rock on to Electric Avenue.I may have missed a couple, but I think this is all from the non-UA, non-Wildemount classes. Do note, however, that the simple number of features doesn't tell you much.
You are a hero. You may now rock on to Electric Avenue.I may have missed a couple, but I think this is all from the non-UA, non-Wildemount classes. Do note, however, that the simple number of features doesn't tell you much.
This was one of the motivating factors for my "aesthetically-pleasing rules are highly overrated" thread. At nearly all levels of design, testing the rules is not treated with nearly as much value as whether the rules look good by whatever metric the reader favors. (And, yes, some of these metrics favor my interests; that doesn't mean I like this happening any more than a serious theist likes bad arguments for the existence of God.) Three years IS plenty of time to iterate on a design until it takes a good shape, but things moved terribly fast for the kind of data that was meant to be gathered. Single sessions are liable to be the primary data set when any actual-play data is collected at all, and those can be terribly swingy (as I suspect everyone in this thread can attest from personal experience).I've come to distrust the playtesting process. It seems it's mostly release something, then a month later have a survey. How much playtesting has actually happenned in that time? (And how many of the survey s responses are not based on playtesting but on reading?)
Oh absolutely. Many of the surveys bordered heavily on push-polling, with leading questions and phrasing designed to encourage particular kinds of response. Survey design--like statistical analysis--is something that very few game designers have any obvious training in. I once did a lookup, and as far as I could tell, almost none of the named game designers for any WotC edition had a degree outside of the humanities, if the information was available to me at all; the vast majority were Communications or Writing, Heinsoo has a theology degree, and the closest I could find to a degree involving math or science was psychology IIRC (that is, a soft/social science).The survey wording tends to be pretty bad too. Aside from that recent post-covid mea survey they rarely if ever bother asking questions that admit understanding GM of new thing, player across from new thing and player of new thing are all different positions that could dry well feel completely different about a new thing "is it fun to play new thing" tends to be the only real concern
Survey design--like statistical analysis--is something that very few game designers have any obvious training in.
Balance in a TTRPG will never come from a design team. It never really has, either.
4e did a pretty good job as far as balance goes. Nothing is perfect, to be sure, but it did a pretty good job. 13th Age is another example that does a pretty good job. (I'd also say Dungeon World is pretty good, but that's a more complex question since "using the rules as written" and "extending the rules" is almost synonymous.)Balance in a TTRPG will never come from a design team. It never really has, either.
But I've had the impression that the designers have largely stopped designing short rests features.
After a Short Rest all spellcasters refresh one spellcasting slot of each level per level up to their Proficiency Bonus (so someone with a PB of 6 refreshes one each of levels 1-6). After a Long Rest all casters refresh one spellcasting slot of each level they can cast.
I'm aware that some spellcasters don't get the highest level slots. Tough.
How would you balance that?
Yes, I would rework the slot layout for both full and half casters. I would also tweak your reset mechanic a bit and make it reset slots of prof bonus -1 for full casters and prof bonus -2 for half casters. It would likely take some playtesting and tweaking to find the sweet spot, but I'll take a stab.
For full casters:
Spell slots
lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1
2 2
3 2 1
4 2 1
5 2 1 1
6 2 2 1
7 3 2 1 1
8 3 2 2 1
9 3 2 2 1 1
10 3 3 2 2 1
11 3 3 2 2 1 1
12 3 3 2 2 2 1
13 3 3 2 2 2 1 1
14 3 3 2 2 2 1 1
15 3 3 2 2 2 1 1 1
16 3 3 2 2 2 1 1 1
17 3 3 2 2 2 1 1 1 1
18 3 3 2 2 2 1 1 1 1
19 3 3 2 2 2 2 1 1 1
20 3 3 2 2 2 2 2 1 1
So, with this reworked slot layout the wizard at lvl 10 now resets 3rd lvl and lower spells. They would now start with 11 slots and at the end of the day, after 3 short rests, they would end up with 20, 6-1st, 6-2nd, 5-3rd, 2-4th and 1-5th. By the base rules they would have had 15 plus arcane recovery which at lvl 10 would be 5 spell levels worth of slots. So in the end they trade higher level slots for more lower level slots giving them more to do but at a lower power setting.
For half casters:
Spell slots
lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1
2 1
3 1
4 1
5 2 1
6 2 1
7 2 1
8 2 1
9 2 2 1
10 2 2 1
11 2 2 1
12 2 2 1
13 2 2 2 1
14 2 2 2 1
15 2 2 2 1
16 2 2 2 1
17 2 2 2 1 1
18 2 2 2 2 1
19 2 2 2 2 1
20 2 2 2 2 1
So, with this reworked slot layout and using prof bonus -2, at level 10 instead of 9 slots they would have had in the base rules they now have 11, 5-1st, 5-2nd, 1 3rd. So like full casters they trade higher level slots for a few lower level slots increasing utility and overall resources without really increasing power.
Both may end up with a slight power creep at the high levels but I don't think it would be noticeable(it's more of added utility then raw power) and at the lower to mid levels it makes them short rest classes and adds a little utility without really altering the power curve. They are now short rest classes more in line with the Warlock and this will likely work without the need to rebalance the rest of the classes. It would take some testing and possible tweaking but it looks like a good starting point.
6-8 is an unrealistic number, people have gone into why quite a bit in this thread & others
It's hard to get 6-8 encounters in a session and a book keeping pain in the ass to split it over multiple sessions.
Narratively it's also stupid outside a dungeon crawl.
They made hit point attrition the expected thing and nerfed everything that bypasses them or threatens the PCs in other ways.
They did them I suppose for the D&D for everyone idea. I suspect 5E has become it's own thing now and did all people are trying for 6-8 encounters.
Allow me to clarify what I mean by "balance."But in 5e? The PHB presents what appear to be roughly comparable options in terms of power and options with thematic differences. It does not spell out for players (as the DMG does not for DMs) that classes are not balanced, or the ways in which varying from the rest/encounter schedule can and will swing that balance.
Right, but this is a big problem for a published adventure developer. Their business model is to sell you content THAT YOU WILL USE. If it is largely going to end up on the 'cutting room floor' during play, that definitely reduces the utility of the material. On top of that, DMs are surely under a temptation to use 'DM force' to bend the arc of play such that it intersects with the material provided.I disagree strongly. If the players miss content, they miss it, and the DM shouldn’t alter things to compensate, otherwise there was really no point of it being missable in the first place. The players decisions should matter, and sometimes that means they miss out on potential rewards. THAT is the nature of D&D, if you ask me.
There are many other ways to give weight to decisions. They should be weighty for all the reasons that exist in the real world (or analogous ones at least). This does require character development and joint participation in determining what the stakes and consequences really are. Mechanics can help that. Resources can then factor in as some of those, much like Dungeon World might do it.Again, I disagree. The resource management challenge is what gives weight to the decisions the players make about how to tackle the adventure. They are fully in the driver’s seat, but there are natural consequences to trying to drive against the flow of traffic.
The players choices aren't illusions. The CHARACTERS choices are certainly 'illusions', since they don't really exist... This is where most people's analysis falls down. They are determined to structure their thinking around an idea that the characters are treated as 'real' in some sense. It leads to a lot of difficult problems in play. So, resource management, IMHO, has the function of acting as one of the 'fictional positioning' constraints that are used by the game participants to decide what moves are and are not allowed and/or what their impact on the fiction is.The management of resources is entirely on the player side. But unless their decisions surrounding resource management have consequences, they’re meaningless. The players should have to weigh the benefits and drawbacks of resting and recovering their resources or pressing on with what they have, and then live with the outcomes of whatever choices they make. If the players’ choice to rest results in an encounter being easier than anticipated, so be it. If their choice to rest results in them missing out on time-sensitive rewards, so be it. If their decision to press on results in one or more character deaths, so be it. The consequences are what make those choices more than just illusions.
That's an over simplification but you brought up two good relevant points in a bad way. Inter-player balance is one of the most important things that the designers ignored when making short rest classes & giving them powerful tools to go with the same stuff long rest classes have as now Alice with a short rest class like warlock is mechanically encouraged to end every fight with "lets take a short rest" so she can nova next fight while bob the long rest class is tired of playing second fiddle so far behind Alice that he's wondering why he even bothers is encouraged to fight her for no other reason than wanting to stop playing third fiddle. Meanwhile Chuck the GM is forced to transparently place some form of invisible wall throughout the campaign to balance those two mechanical needs above plot story world cohesion & just about everything else.Allow me to clarify what I mean by "balance."
Ultimately, the game is not about mechanical balance, but about the endless amount of player choices. If it was about mechanical balance, the players could play with scales and weights instead of a TTRPG. Or a videogame. Thus, mechanical balance isn't something that a system should be overly concerned with, otherwise its just a physics engine that you use words with.
However, there is another type of balance which is distinctly non-mechanical called inter-player balance which ensures each player will not feel as if their decisions matter less than another player's. There is a quantitative aspect to this, such as damage and HP, but there is also a qualitative aspect. Wizards can't heal. Clerics can't teleport. This ensures a wizard player and a cleric player has something unique to them, and each character can make distinct decisions that matter.
In this way, I believe 5e is balanced. Its balanced with inter-player dynamics in mind rather than by a mechanical, structured adventure. This balance can't be given as a ruleset because it would have to predict when the cleric can heal and when the wizard can teleport. This ruins the whole point of the game, Player Choice.