Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How balanced should a game be?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 6347922" data-attributes="member: 87792"><p>This also happens with points buy.</p><p></p><p></p><p></p><p>I'm a kinaesthetic learner and used to be both a dancer and a wargamer. How people move <em>matters</em> to me. The difference between a shift 1 and a shift 2. The Paladin being incentivised for actually getting into the middle of the enemy </p><p></p><p></p><p></p><p>Not my experience at all. If we ignore the stock 3.0 Ranger (that was just a mistake), a first level specialist wizard can cripple three fights per day with either <em>Sleep</em> or <em>Colour Spray</em>. And between cantrips and more skills they can hold their own out of combat with any front line non-caster from level 1 onwards. They are competitive from first level onwards and pull out a lead at fifth level with third level spells. At seventh they've a commanding lead, and by the time you hit Teleport at 9th it's all over.</p><p></p><p>Wizards pull away faster than clerics - but the fighter's total advantage over the cleric at first level is +1 BAB and a single feat; unless that feat is <em>Cleave</em> (which, admittedly, it frequently is) this does not make up for the vastly superior endurance several castings of <em>Cure Light Wounds</em> brings.</p><p></p><p></p><p></p><p>Rifts is an industry-wide joke this way.</p><p></p><p></p><p></p><p>Given the house ruling - and specific house rules for your play group - you can put in a measure of balance. The basic rule of thumb of the tier system is stark, however: Nothing that can cast sixth level spells is less than tier 3. Nothing that can't (outside the Bo9S) is more than tier 4.</p><p></p><p></p><p></p><p>oD&D was created by the sort of fantasy wargamers who wanted to play Aragorn and made a class round it (1e Rangers) or even a baby Balrog (Mike Mornard played a baby balrog in both Gygax' and Arneson's original groups). The vampire as a class predates the cleric - with the cleric brought in explicitly to counter the vampire, both from Hammer Horror Studios rather than anything historical. And one of the inspirations behind it points was Eroll Flynn.</p><p></p><p>The core inspiration for D&D was <em>not</em> "What would happen in a historically accurate setting" but "We made up some <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> we thought would be fun".</p><p></p><p></p><p></p><p>Agreed. Swashbucklers should be relying on speed and picking their targets - it's trickier to design and only 4e and Next seem to have come close to getting it right.</p><p></p><p></p><p></p><p>Whereas to me there is more variation between two different (pre-Essentials) 1st level 4e fighters than there is between any two non-casters in 3.X. And that includes between e.g. a paladin and a rogue.</p><p></p><p></p><p></p><p>This part is based on a fundamental misunderstanding. 4e is the <em>only</em> edition where, in core, some PCs are mechanically encouraged to jump right into the middle of the enemy and they get bonusses for it. Jump right into the middle of the enemy mob with a rogue in any edition and you're looking at a Darwin Award. Jump into the middle with a paladin pre-4e and you're still looking at a Darwin Award whatever the fluff says. In 4e, as a Paladin right in the heart of the enemy is <em>exactly where you want to be and where you will be most effective</em>. And this starts from first level.</p><p></p><p>And pre-4e wizards were, to me, practically interchangeable. Their biggest difference was their equipment. Which matters a lot - but it's still your equipment rather than who you are.</p><p></p><p>I know what you look for in terms of difference is different from what I do. But to say that 4e PCs are all the same is to me risible. You simply do not appreciate the vast differences between the 4e PCs.</p><p></p><p>Which is a common response. But even looking from your perspective, assuming that a homogenous power structure means the classes are the same, you literally have one point of variation in 3.X - whether someone's a spellcaster or not. (There's arguably a third option for spontaneous casters).</p><p></p><p></p><p></p><p>And I'm trying to do that <em>while keeping 4e's unmatched variety of play style</em>. What different people look for is important. No other D&D to me has near the variety in play style for martial classes 4e enables (the Bo9S was a semi-decent first try).</p><p></p><p>I'm also not trying to include every other edition's variety of play style. I've got an <a href="https://docs.google.com/document/d/1XYg00zQiS0HSuEtm0j4arsNdF1hCbWTCuIY1h4QV7PQ/edit" target="_blank">Archivist Wizard</a> - but it's very explicitly an AD&D wizard not a 3.X wizard. And the 3.X druid can go whistle.</p><p></p><p></p><p></p><p>What's true is that 4e's classes are differentiated <em>in different ways</em> to those of prior editions. When I look at 3.X I find all the non-casters very samey - and the casters variety boils down to their spell selection. (Here I have to give props to the 5e Rogue for being the first non-4E rogue that actually looks worthwhile - <a href="https://docs.google.com/document/d/1GoF4-RICAoZwa6C1lMMmV6SWJTCIybXv5qIpBSgRG2g/edit" target="_blank">which is why I stole its central feature</a>)</p><p></p><p>There are three big problems with 4e:</p><p>1: Combat takes too long. </p><p>Fix: Focus on striker-esque abilities, and drop Enhancement and Item bonusses and add them to the basic math</p><p>2: The way different characters were differentiated changed</p><p>Fix: Bring back many of the old ways while keeping the new</p><p>3: The presentation was terrible - and more or less required computerised tools</p><p>Fix: My Trifold class sheets mean the classes are at least short - and can be printed out from any printer.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6347922, member: 87792"] This also happens with points buy. I'm a kinaesthetic learner and used to be both a dancer and a wargamer. How people move [I]matters[/I] to me. The difference between a shift 1 and a shift 2. The Paladin being incentivised for actually getting into the middle of the enemy Not my experience at all. If we ignore the stock 3.0 Ranger (that was just a mistake), a first level specialist wizard can cripple three fights per day with either [I]Sleep[/I] or [I]Colour Spray[/I]. And between cantrips and more skills they can hold their own out of combat with any front line non-caster from level 1 onwards. They are competitive from first level onwards and pull out a lead at fifth level with third level spells. At seventh they've a commanding lead, and by the time you hit Teleport at 9th it's all over. Wizards pull away faster than clerics - but the fighter's total advantage over the cleric at first level is +1 BAB and a single feat; unless that feat is [I]Cleave[/I] (which, admittedly, it frequently is) this does not make up for the vastly superior endurance several castings of [I]Cure Light Wounds[/I] brings. Rifts is an industry-wide joke this way. Given the house ruling - and specific house rules for your play group - you can put in a measure of balance. The basic rule of thumb of the tier system is stark, however: Nothing that can cast sixth level spells is less than tier 3. Nothing that can't (outside the Bo9S) is more than tier 4. oD&D was created by the sort of fantasy wargamers who wanted to play Aragorn and made a class round it (1e Rangers) or even a baby Balrog (Mike Mornard played a baby balrog in both Gygax' and Arneson's original groups). The vampire as a class predates the cleric - with the cleric brought in explicitly to counter the vampire, both from Hammer Horror Studios rather than anything historical. And one of the inspirations behind it points was Eroll Flynn. The core inspiration for D&D was [I]not[/I] "What would happen in a historically accurate setting" but "We made up some :):):):) we thought would be fun". Agreed. Swashbucklers should be relying on speed and picking their targets - it's trickier to design and only 4e and Next seem to have come close to getting it right. Whereas to me there is more variation between two different (pre-Essentials) 1st level 4e fighters than there is between any two non-casters in 3.X. And that includes between e.g. a paladin and a rogue. This part is based on a fundamental misunderstanding. 4e is the [I]only[/I] edition where, in core, some PCs are mechanically encouraged to jump right into the middle of the enemy and they get bonusses for it. Jump right into the middle of the enemy mob with a rogue in any edition and you're looking at a Darwin Award. Jump into the middle with a paladin pre-4e and you're still looking at a Darwin Award whatever the fluff says. In 4e, as a Paladin right in the heart of the enemy is [I]exactly where you want to be and where you will be most effective[/I]. And this starts from first level. And pre-4e wizards were, to me, practically interchangeable. Their biggest difference was their equipment. Which matters a lot - but it's still your equipment rather than who you are. I know what you look for in terms of difference is different from what I do. But to say that 4e PCs are all the same is to me risible. You simply do not appreciate the vast differences between the 4e PCs. Which is a common response. But even looking from your perspective, assuming that a homogenous power structure means the classes are the same, you literally have one point of variation in 3.X - whether someone's a spellcaster or not. (There's arguably a third option for spontaneous casters). And I'm trying to do that [I]while keeping 4e's unmatched variety of play style[/I]. What different people look for is important. No other D&D to me has near the variety in play style for martial classes 4e enables (the Bo9S was a semi-decent first try). I'm also not trying to include every other edition's variety of play style. I've got an [URL="https://docs.google.com/document/d/1XYg00zQiS0HSuEtm0j4arsNdF1hCbWTCuIY1h4QV7PQ/edit"]Archivist Wizard[/URL] - but it's very explicitly an AD&D wizard not a 3.X wizard. And the 3.X druid can go whistle. What's true is that 4e's classes are differentiated [I]in different ways[/I] to those of prior editions. When I look at 3.X I find all the non-casters very samey - and the casters variety boils down to their spell selection. (Here I have to give props to the 5e Rogue for being the first non-4E rogue that actually looks worthwhile - [URL="https://docs.google.com/document/d/1GoF4-RICAoZwa6C1lMMmV6SWJTCIybXv5qIpBSgRG2g/edit"]which is why I stole its central feature[/URL]) There are three big problems with 4e: 1: Combat takes too long. Fix: Focus on striker-esque abilities, and drop Enhancement and Item bonusses and add them to the basic math 2: The way different characters were differentiated changed Fix: Bring back many of the old ways while keeping the new 3: The presentation was terrible - and more or less required computerised tools Fix: My Trifold class sheets mean the classes are at least short - and can be printed out from any printer. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How balanced should a game be?
Top