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How much should 5e aim at balance?
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<blockquote data-quote="Li Shenron" data-source="post: 5984407" data-attributes="member: 1465"><p>But I think you're talking about downplaying, which I agree it has no excuse in-character.</p><p></p><p>What I am saying is that if I learn that e.g. some spells or feats are better than others, I may purposefully choose not to pick them for my character during the design phase, should I have the feeling of wanting more challenge. Thus my original post, that I don't worry too much about everything being balanced or equal. Character design choices can be much more easily be justified in-characters (perhaps the PC didn't have any source to learn the spell from, or anybody teaching her the feat, or just that nobody inside the fantasy world knows about the existence of every spell/feat in the game).</p><p></p><p>I guess that some gamers think these kind of choices are "dumb", but if they make the game more challenging thus more fun <em>for me</em>, then I actually think they are kind of "smart".</p><p></p><p></p><p> </p><p>I totally agree with this, that's in fact what I've been trying to say.</p><p></p><p></p><p></p><p>Of course you can, it's another option, although it's more blunt, less fine-tunable (in some editions, 1 level less can be too much). I usually like the idea that with a couple of subpar choices, the beginners in the group are not going to actually notice that I'm doing this, while taking 1 level less is a bit like throwing it into their faces that I take penalties because I'm better than them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5984407, member: 1465"] But I think you're talking about downplaying, which I agree it has no excuse in-character. What I am saying is that if I learn that e.g. some spells or feats are better than others, I may purposefully choose not to pick them for my character during the design phase, should I have the feeling of wanting more challenge. Thus my original post, that I don't worry too much about everything being balanced or equal. Character design choices can be much more easily be justified in-characters (perhaps the PC didn't have any source to learn the spell from, or anybody teaching her the feat, or just that nobody inside the fantasy world knows about the existence of every spell/feat in the game). I guess that some gamers think these kind of choices are "dumb", but if they make the game more challenging thus more fun [I]for me[/I], then I actually think they are kind of "smart". I totally agree with this, that's in fact what I've been trying to say. Of course you can, it's another option, although it's more blunt, less fine-tunable (in some editions, 1 level less can be too much). I usually like the idea that with a couple of subpar choices, the beginners in the group are not going to actually notice that I'm doing this, while taking 1 level less is a bit like throwing it into their faces that I take penalties because I'm better than them :p [/QUOTE]
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How much should 5e aim at balance?
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