Manbearcat
Legend
Part 1: Testing Intra-Class Tactical and Strategic Resources vs "Running a Game".
After running through the adventure, honestly, as a playtest it seemed mostly a waste of time, as I/we can/could easily enough extrapolate/conceptualize how the game would unfold given the mechanical resolution tools we have...and what we do not. It basically played as a cleaned up 2e game (with a more vanilla action economy), pretty close to what my 2e was by the time I finished house-ruling it. Further, so many variables are brought into a game session/campaign that are "mechanics-indifferent" (DM skill, player skill, group experience with the mechanics, group chemistry and social contract) that you can have a great game with the worst of mechanics and a horrible game with the best of mechanics. The "success/fun" of the game is driven primarily by those mechanic-neutral characteristics and thus, you've learned very little, if anything, about the set of mechanics you're playing with (specifically if you already have experience with those mechanics or mechanics like them). We had a semblance of "fun" but none of us felt it had anything to do with the system nor do we feel like we accurately "tested" it by running a game.
Given the above, I've taken to breaking apart the current iteration of playtest materials and treating it like an engineering project and testing specific moving parts. In order to determine how well archetype mapping/flavor, combat balance/tactical depth and strategic balance/depth performs we've run a large number of 3-part combat scenarios (multiple opponents, singular "boss" opponents, mix, various topography) to measure "tactical" arsenal and extra-combat scenarios (parlay with bandit-king, escape from prison while finding gear along the way, lost in the jungle, and the "infamous" stealing the idol and escaping pursuit/gorge scene) to measure "strategic" arsenal;
Tactical - Micro-resources deployable for short-term effects which impact, or outright dictate, the resolution of a singular exchange within a scene/encounter between aggressor and target (this could be an organic or inorganic target that must be overcome). This should map to archetype and be flavor-intensive relative to archetype.
Strategic - Macro-resources deployable for longer-term effects which impact, or outright dictate, the scope of a challenge (lessening it or changing the terms outright) facing the PC(s). This should map to archetype and be flavor-intensive relative to archetype.
Rather than just the "collage" of an adventure where measurables and performance can easily get lost in the mire and shuffle of an adventure (and the mechanics-neutral dynamics at the table), I think people may want to try to break apart an adventure and run specific tiered combat scenarios and extra-combat scenarios to get a sense (numbers and feel-wise) how these classes are performing within the marriage of their build-mechanics and the game's resolution mechanics when facing the constraints of a standard adventuring day or a specific trope. You guys may find that you get good, or better, information by way of this practice than through "running a game." I understand that they are now attempting to balance by way of "Adventure", but some may find this exercise useful in order to measure the classes and thus be prepared for what a specific class can bring to bear on a "per scenario basis". Given what I've seen thus far, there is a significant deficiency in several classes "tactical" arsenal (breadth and scope) or "strategic" arsenal (breadth and scope).
Part 2: The Tactical and Strategic "payload" of intra-class features, Specialties, and Background.
The Rogue, the Cleric, the Wizard all have their standard assemblage of Strategic Resources and all seem to fill their Strategic Niche;
Cleric - Communication Facilitator, Face, Leader, Seer (Creation and Divination Spells, Lore, Orisons, Rituals)
Rogue - Face, Infiltrator, Information-Gatherer, Saboteur, Spy (Knack, Scheme, Skill Mastery, Thieves Cant)
Wizard - Any strategic role that is needed and general problem solver (Cantrips, Lore, Rituals, Spells)
However, per standard D&D operating procedure, the Fighter is the only class with no strategic resources built into the class. In the Strategic Tests performed in Part 1, all classes, except for the Fighter, were able to bring to bear considerable "Class-Specific" Strategic Resorces/Features to facilitate the resolution of the varying challenges without needing to leverage their backgrounds. If the challenge is specific enough (contrived by the DM to directly leverage the Fighter's background), then the Fighter can help facilitate the resolution of the challenge. If this contrivance is not performed, you have Bob the Fighter either (i) being bored, (ii) being pouty and disrupting the game, or (iii) actively looking to pick a fight so he can deploy a resource or two (consider the immature games of our youth). I know that many feel this is "working as intended" but I'm not a fan of this design space at all as I see neither of the three as desirable. The Fighter turns into "so much luggage" until the fighting starts...in effect being tantamount to a Magic Weapon that could be stowed in a Bag of Holding and deployed once Initiative is rolled...and stowed again when the last Orc HP is eliminated. If you wish, you could couple that with a "Fighter Doll" that when you pull his string he says something sufficiently "Fightery" - "Bring me another flagon, winch", "Rawr, I'm of a mood to crack some orc skulls", "Something derogatory about the wizard."
In my perfect D&D world, all classes would have a diverse (but archetype-flavor-focused), built-in suite of Tactical and Strategic resources and the Background and Specialty "payload" would further enhance this archetype by way of diversification or specialization. Given the current playtest iteration and design scope, it seems that for the final iteration of the core game to accomplish this, one of three things will likely need to happen (or preferably all three);
1) Each Class needs more Class Features within their build framework or they need to have a diversity of features such that multiple pillars are covered.
2) The "payload" of the feat system (Specialties) needs to be amped up.
3) Background needs to deliver further "payload" or features throughout the leveling up process.
Part 3: Tactical Resources and Coherency for the 5e Fighter. "What is he trying to do" and "what are the tools by which he does it". And how about a look at Strategic Resource accompaniment? **
5e Fighter's Subtypes by way of Fighting Style:
- The "Protector/Sword and Board" Fighter seems to have coherency within the equation of "what he is trying to do (Protect Allies and Control enemies)" and "the tools by which he does it" (Active Damage Mitigation and Enemy Control...but Stand Up from Prone needs to be more punitive). This will vary with tastes but for my mileage and my players' mileage, this Fighting Style is the least boring.
- The "Duelist" is a mess. "What is he trying to do" and how is he "supposed to be trying to do it"? I have no idea because this style is the least damaging, least survivable, has no active abilities and no enemy control. Jab is underwhelming but ok (relatively useful as an opener when there is distance between forces) but it is shared with Slayer. Shift and Tumble without Enemy Control defeat the purpose of a front line combatant that interposes itself between enemies and allies and they provide no advantage within the action economy nor do they provide activatable defense or offense bonuses *.
- The "Sharpshooter/Archer" performs well at its design intent (Deal damage at a distance) but is fairly boring. You have no action denial or status effect delivery resources. As an Archer, your CS dice options are narrowed but this actually helps your role as you are primarily suited to cut down enemies before they can either react or force a melee. Leverage Deadly Strike, max out damage, rinse, repeat. Boring but effective.
- The "Great Weapon/Slayer" has coherency of role and tools. You are to be in the thick of it and interpose yourself between enemies and allies and kill enemies dead. Be aggressive, mean and tough with a high damaging weapon, heavy armor and HPs and leverage Strength and Constitution. Cleave allows you to kill two enemies per turn or kill one and take a chunk out of another. Given the lower HPs of the "minion" enemies, Glancing Blow gives you a high likelihood of killing enemies on a miss and gaining advantage within the action economy that would otherwise be lost. Jab is decent as an opener when at a distance (when your Action is taken up on a move to engage in melee or a Stunt). The Slayers suite of maneuvers all grant Action Economy Advantage (dead enemies don't have actions...2 dead enemies don't have 2 actions.) that is consistent with the flavor of the archetype (aggressive berserker cutting swaths of enemies with a single blow).
It would be nice if, beyond their suite of maneuvers, each Fighting Style granted passive bonuses/augments and/or activatable features to further focus it toward its Tactical End/Intent, thus diversifying it from the other styles while maintaining benchmark metrics (Damage Mitigation/Avoidance, Damage Output, Melee Control, Mobility).
* In 4th edition, there are 3 primary options for a "Duelist/Light-Armored/Swashbuckling" character; Scoundrel/Duelist Rogue, Fighter/Brawler, Bladesinger. "What are each of these classes/builds trying to do" in order of importance:
Scoundrel/Duelist Rogue
1) Deal extreme damage and heavy nova damage.
2) Be a survivable melee combatant that can avoid/mitigate potentially heavy damage/numbers for a significant number of rounds and consistently by way of tactical mobility.
3) Dictate battlefield through tactical mobility.
Fighter/Brawler
1) Dictate the scope of melee by protecting allies, interposing self between enemies and allies, and controlling enemies.
2) Survive all manner of enemy attacks from swarms to wizards to dragons.
3) Deal solid damage.
Bladesinger
1) Control enemies in melee and at range and dictate battlefield through tactical mobility.
1a) Deal solid damage and heavy nova damage.
1b) Be an extremely survivable melee combatant that can handle various types and numbers of enemies/attacks.
"How do each of these classes/builds accomplish what they're trying to do?" Tactically, each of these archetypes have some area of overlap, but they are quite diverse overall.
Overlap:
- Each presuppose a One Handed Weapon and nothing in the offhand as general premise.
- Each have Dexterity as either primary or secondary attribute.
- Each have static and/or active means of elevating their AC/defenses to make up for a lack of shield.
Tactical Diversity:
Scoundrel/Duelist - Classic Blade Bravo/Swashbuckler. Has passive mobility AC enhancement against Opportunity Attacks which enhances tactical mobility options allowing the Duelist to dictate the battlefield or deny action. Can then use stances to enhance damage and control enemies with opportunity attacks upon enemy engaging Duelist in melee. Uses swordplay and tactical mobility as means of gaining extreme, active AC and Reflex Defense enhancement for most of the fight and gaining Combat Advantage to deliver devastating damage.
Fighter/Brawler - Classic Improvisational Brawler. Uses grappling as means of active damage avoidance/mitigation, damage enhancement, and control/action denial of enemies through "catch 22 punishment" of marking and movement denial. Further battlefield control by using grabbed enemies to avoid opportunity attacks while moving around the battlefield.
Bladesinger - Fighter/Mage "Jediesque" Hybrid. This class is probably the closest that 4th edition has to a Defender/Controller/Striker Hybrid. It uses an assortment of Bladespells as damage enhancement, enemy control, outright action denial and to impose negatives to attack (from melee to ranged). Has near Defender level passive AC. It leverages Bladesong and Arcane Spells to severely enhance tactical mobility (which can often lead to enemy action denial), active and passive defenses, damage mitigation, damage, and control/melee punishment.
Conclusion:
As a siloed "Fighting Style, the 5e Duelist does not leverage any of the above Overlap areas nor the Tactical Diversity areas which serve to make the fighting style potent from a metric/tactical standpoint nor is the 5e version relatively compelling/fun. As a front-line melee combatant who is supposed to interpose themselves between the enemy and its allies, neither Shift nor Tumble do anything to facilitate:
- Melee Control (worse yet, without the coupling of punitive status effects on enemies it actively works against the paradigm of "Front-Line Infantry that interposes itself between enemies and allies")
- Damage Avoidance/Mitigation (you're already down a shield and gain no "activatable defenses")
- Action Denial (without the coupling of negative status effects on enemies, you gain no advantage within the Action Economy)
- Damage enhancement (you're already handicapped by way of lesser damage die and gain no bonus damage effect).
Couple Shift or Tumble with a marking mechanism, some manner of control or action denial, or an active defense/mitigation or damage enhancement, then you have something. However, as is, they are just words on a page...that provide no tactical depth or advantage...coupled with an inherent metric disadvantage (no shield bonus to AC, lesser damage die, the burden of melee responsibility so you cannot just leverage Deadly Strike repeatedly - as Archer)
** Strategic Resources of the Duelist Archetype in 4th Edition is still an albatross around the neck of the Fighter (while the Fighter has no Tactical Combat Advantage):
Scoundrel/Duelist - Has the standard Rogue suite of strategic resources (Large number of skills and high proficiency within, large number of strategic Utility Powers) to deploy as modes of operation toward the end of ambushing, infiltrating, information gathering, misinformation/misdirecting, sabotaging, socially manipulating, spying.
Fighter/Brawler - Yeah. Not much here. Enforcer and Thuggery by way of the Direct Force application of Intimidate. That's about it.
Bladesinger - Wizard Cantrips and full suite of Wizard Utility Powers. Naturally High Arcana and Religion for Rituals.
Once again, the Fighter Class has no built-in Strategic Resources within the scope of its build mechanics, while every other class has built-in Strategic Resources within the scope of their Class build-mechanics.
After running through the adventure, honestly, as a playtest it seemed mostly a waste of time, as I/we can/could easily enough extrapolate/conceptualize how the game would unfold given the mechanical resolution tools we have...and what we do not. It basically played as a cleaned up 2e game (with a more vanilla action economy), pretty close to what my 2e was by the time I finished house-ruling it. Further, so many variables are brought into a game session/campaign that are "mechanics-indifferent" (DM skill, player skill, group experience with the mechanics, group chemistry and social contract) that you can have a great game with the worst of mechanics and a horrible game with the best of mechanics. The "success/fun" of the game is driven primarily by those mechanic-neutral characteristics and thus, you've learned very little, if anything, about the set of mechanics you're playing with (specifically if you already have experience with those mechanics or mechanics like them). We had a semblance of "fun" but none of us felt it had anything to do with the system nor do we feel like we accurately "tested" it by running a game.
Given the above, I've taken to breaking apart the current iteration of playtest materials and treating it like an engineering project and testing specific moving parts. In order to determine how well archetype mapping/flavor, combat balance/tactical depth and strategic balance/depth performs we've run a large number of 3-part combat scenarios (multiple opponents, singular "boss" opponents, mix, various topography) to measure "tactical" arsenal and extra-combat scenarios (parlay with bandit-king, escape from prison while finding gear along the way, lost in the jungle, and the "infamous" stealing the idol and escaping pursuit/gorge scene) to measure "strategic" arsenal;
Tactical - Micro-resources deployable for short-term effects which impact, or outright dictate, the resolution of a singular exchange within a scene/encounter between aggressor and target (this could be an organic or inorganic target that must be overcome). This should map to archetype and be flavor-intensive relative to archetype.
Strategic - Macro-resources deployable for longer-term effects which impact, or outright dictate, the scope of a challenge (lessening it or changing the terms outright) facing the PC(s). This should map to archetype and be flavor-intensive relative to archetype.
Rather than just the "collage" of an adventure where measurables and performance can easily get lost in the mire and shuffle of an adventure (and the mechanics-neutral dynamics at the table), I think people may want to try to break apart an adventure and run specific tiered combat scenarios and extra-combat scenarios to get a sense (numbers and feel-wise) how these classes are performing within the marriage of their build-mechanics and the game's resolution mechanics when facing the constraints of a standard adventuring day or a specific trope. You guys may find that you get good, or better, information by way of this practice than through "running a game." I understand that they are now attempting to balance by way of "Adventure", but some may find this exercise useful in order to measure the classes and thus be prepared for what a specific class can bring to bear on a "per scenario basis". Given what I've seen thus far, there is a significant deficiency in several classes "tactical" arsenal (breadth and scope) or "strategic" arsenal (breadth and scope).
Part 2: The Tactical and Strategic "payload" of intra-class features, Specialties, and Background.
The Rogue, the Cleric, the Wizard all have their standard assemblage of Strategic Resources and all seem to fill their Strategic Niche;
Cleric - Communication Facilitator, Face, Leader, Seer (Creation and Divination Spells, Lore, Orisons, Rituals)
Rogue - Face, Infiltrator, Information-Gatherer, Saboteur, Spy (Knack, Scheme, Skill Mastery, Thieves Cant)
Wizard - Any strategic role that is needed and general problem solver (Cantrips, Lore, Rituals, Spells)
However, per standard D&D operating procedure, the Fighter is the only class with no strategic resources built into the class. In the Strategic Tests performed in Part 1, all classes, except for the Fighter, were able to bring to bear considerable "Class-Specific" Strategic Resorces/Features to facilitate the resolution of the varying challenges without needing to leverage their backgrounds. If the challenge is specific enough (contrived by the DM to directly leverage the Fighter's background), then the Fighter can help facilitate the resolution of the challenge. If this contrivance is not performed, you have Bob the Fighter either (i) being bored, (ii) being pouty and disrupting the game, or (iii) actively looking to pick a fight so he can deploy a resource or two (consider the immature games of our youth). I know that many feel this is "working as intended" but I'm not a fan of this design space at all as I see neither of the three as desirable. The Fighter turns into "so much luggage" until the fighting starts...in effect being tantamount to a Magic Weapon that could be stowed in a Bag of Holding and deployed once Initiative is rolled...and stowed again when the last Orc HP is eliminated. If you wish, you could couple that with a "Fighter Doll" that when you pull his string he says something sufficiently "Fightery" - "Bring me another flagon, winch", "Rawr, I'm of a mood to crack some orc skulls", "Something derogatory about the wizard."
In my perfect D&D world, all classes would have a diverse (but archetype-flavor-focused), built-in suite of Tactical and Strategic resources and the Background and Specialty "payload" would further enhance this archetype by way of diversification or specialization. Given the current playtest iteration and design scope, it seems that for the final iteration of the core game to accomplish this, one of three things will likely need to happen (or preferably all three);
1) Each Class needs more Class Features within their build framework or they need to have a diversity of features such that multiple pillars are covered.
2) The "payload" of the feat system (Specialties) needs to be amped up.
3) Background needs to deliver further "payload" or features throughout the leveling up process.
Part 3: Tactical Resources and Coherency for the 5e Fighter. "What is he trying to do" and "what are the tools by which he does it". And how about a look at Strategic Resource accompaniment? **
5e Fighter's Subtypes by way of Fighting Style:
- The "Protector/Sword and Board" Fighter seems to have coherency within the equation of "what he is trying to do (Protect Allies and Control enemies)" and "the tools by which he does it" (Active Damage Mitigation and Enemy Control...but Stand Up from Prone needs to be more punitive). This will vary with tastes but for my mileage and my players' mileage, this Fighting Style is the least boring.
- The "Duelist" is a mess. "What is he trying to do" and how is he "supposed to be trying to do it"? I have no idea because this style is the least damaging, least survivable, has no active abilities and no enemy control. Jab is underwhelming but ok (relatively useful as an opener when there is distance between forces) but it is shared with Slayer. Shift and Tumble without Enemy Control defeat the purpose of a front line combatant that interposes itself between enemies and allies and they provide no advantage within the action economy nor do they provide activatable defense or offense bonuses *.
- The "Sharpshooter/Archer" performs well at its design intent (Deal damage at a distance) but is fairly boring. You have no action denial or status effect delivery resources. As an Archer, your CS dice options are narrowed but this actually helps your role as you are primarily suited to cut down enemies before they can either react or force a melee. Leverage Deadly Strike, max out damage, rinse, repeat. Boring but effective.
- The "Great Weapon/Slayer" has coherency of role and tools. You are to be in the thick of it and interpose yourself between enemies and allies and kill enemies dead. Be aggressive, mean and tough with a high damaging weapon, heavy armor and HPs and leverage Strength and Constitution. Cleave allows you to kill two enemies per turn or kill one and take a chunk out of another. Given the lower HPs of the "minion" enemies, Glancing Blow gives you a high likelihood of killing enemies on a miss and gaining advantage within the action economy that would otherwise be lost. Jab is decent as an opener when at a distance (when your Action is taken up on a move to engage in melee or a Stunt). The Slayers suite of maneuvers all grant Action Economy Advantage (dead enemies don't have actions...2 dead enemies don't have 2 actions.) that is consistent with the flavor of the archetype (aggressive berserker cutting swaths of enemies with a single blow).
It would be nice if, beyond their suite of maneuvers, each Fighting Style granted passive bonuses/augments and/or activatable features to further focus it toward its Tactical End/Intent, thus diversifying it from the other styles while maintaining benchmark metrics (Damage Mitigation/Avoidance, Damage Output, Melee Control, Mobility).
* In 4th edition, there are 3 primary options for a "Duelist/Light-Armored/Swashbuckling" character; Scoundrel/Duelist Rogue, Fighter/Brawler, Bladesinger. "What are each of these classes/builds trying to do" in order of importance:
Scoundrel/Duelist Rogue
1) Deal extreme damage and heavy nova damage.
2) Be a survivable melee combatant that can avoid/mitigate potentially heavy damage/numbers for a significant number of rounds and consistently by way of tactical mobility.
3) Dictate battlefield through tactical mobility.
Fighter/Brawler
1) Dictate the scope of melee by protecting allies, interposing self between enemies and allies, and controlling enemies.
2) Survive all manner of enemy attacks from swarms to wizards to dragons.
3) Deal solid damage.
Bladesinger
1) Control enemies in melee and at range and dictate battlefield through tactical mobility.
1a) Deal solid damage and heavy nova damage.
1b) Be an extremely survivable melee combatant that can handle various types and numbers of enemies/attacks.
"How do each of these classes/builds accomplish what they're trying to do?" Tactically, each of these archetypes have some area of overlap, but they are quite diverse overall.
Overlap:
- Each presuppose a One Handed Weapon and nothing in the offhand as general premise.
- Each have Dexterity as either primary or secondary attribute.
- Each have static and/or active means of elevating their AC/defenses to make up for a lack of shield.
Tactical Diversity:
Scoundrel/Duelist - Classic Blade Bravo/Swashbuckler. Has passive mobility AC enhancement against Opportunity Attacks which enhances tactical mobility options allowing the Duelist to dictate the battlefield or deny action. Can then use stances to enhance damage and control enemies with opportunity attacks upon enemy engaging Duelist in melee. Uses swordplay and tactical mobility as means of gaining extreme, active AC and Reflex Defense enhancement for most of the fight and gaining Combat Advantage to deliver devastating damage.
Fighter/Brawler - Classic Improvisational Brawler. Uses grappling as means of active damage avoidance/mitigation, damage enhancement, and control/action denial of enemies through "catch 22 punishment" of marking and movement denial. Further battlefield control by using grabbed enemies to avoid opportunity attacks while moving around the battlefield.
Bladesinger - Fighter/Mage "Jediesque" Hybrid. This class is probably the closest that 4th edition has to a Defender/Controller/Striker Hybrid. It uses an assortment of Bladespells as damage enhancement, enemy control, outright action denial and to impose negatives to attack (from melee to ranged). Has near Defender level passive AC. It leverages Bladesong and Arcane Spells to severely enhance tactical mobility (which can often lead to enemy action denial), active and passive defenses, damage mitigation, damage, and control/melee punishment.
Conclusion:
As a siloed "Fighting Style, the 5e Duelist does not leverage any of the above Overlap areas nor the Tactical Diversity areas which serve to make the fighting style potent from a metric/tactical standpoint nor is the 5e version relatively compelling/fun. As a front-line melee combatant who is supposed to interpose themselves between the enemy and its allies, neither Shift nor Tumble do anything to facilitate:
- Melee Control (worse yet, without the coupling of punitive status effects on enemies it actively works against the paradigm of "Front-Line Infantry that interposes itself between enemies and allies")
- Damage Avoidance/Mitigation (you're already down a shield and gain no "activatable defenses")
- Action Denial (without the coupling of negative status effects on enemies, you gain no advantage within the Action Economy)
- Damage enhancement (you're already handicapped by way of lesser damage die and gain no bonus damage effect).
Couple Shift or Tumble with a marking mechanism, some manner of control or action denial, or an active defense/mitigation or damage enhancement, then you have something. However, as is, they are just words on a page...that provide no tactical depth or advantage...coupled with an inherent metric disadvantage (no shield bonus to AC, lesser damage die, the burden of melee responsibility so you cannot just leverage Deadly Strike repeatedly - as Archer)
** Strategic Resources of the Duelist Archetype in 4th Edition is still an albatross around the neck of the Fighter (while the Fighter has no Tactical Combat Advantage):
Scoundrel/Duelist - Has the standard Rogue suite of strategic resources (Large number of skills and high proficiency within, large number of strategic Utility Powers) to deploy as modes of operation toward the end of ambushing, infiltrating, information gathering, misinformation/misdirecting, sabotaging, socially manipulating, spying.
Fighter/Brawler - Yeah. Not much here. Enforcer and Thuggery by way of the Direct Force application of Intimidate. That's about it.
Bladesinger - Wizard Cantrips and full suite of Wizard Utility Powers. Naturally High Arcana and Religion for Rituals.
Once again, the Fighter Class has no built-in Strategic Resources within the scope of its build mechanics, while every other class has built-in Strategic Resources within the scope of their Class build-mechanics.
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