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How much should 5e aim at balance?
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<blockquote data-quote="Ahnehnois" data-source="post: 6013939" data-attributes="member: 17106"><p>You seem to assume that this is somehow laborious or difficult, which I don't get. It isn't.</p><p></p><p>Yes, it certainly does. Nothing wrong with that.</p><p> </p><p>I think I've probably undersold my point. There's making it hard for the player, and making it hard for the character. If you add in new rules elements that make Charisma worthwhile for everyone, or add in prerequisites or drawbacks for powerful spells, you've made it harder for both the character and the player. The bottom line (that your cleric can raise the dead and your wizard can teleport across the country and your fighter just attacks people) hasn't changed, but the landscape of a typical game changes greatly.</p><p> </p><p>The average player doesn't have that interest though. Personally, I like the guides, and refer my players to them sometimes, but they tend to assume a narrower style of play than I like, and they tend to actually help me find the overpowered combos and other rules abuses I need to ban. DMs read these things too.</p><p></p><p>If I understand correctly, you are saying that 3e rewarding system mastery is a problem. This is essentially the same as saying that baseball rewarding better hand-eye coordination and more time spent in the batting cage is a problem, or that grandmasters being better at chess than amateurs is a problem. <em>Of course</em> people who are more knowledgeable or more driven make better characters. If two people set out to make characters of different power levels, or if two people of different skill levels tried to make characters the same power level, and one character <em>wasn't </em>clearly better than the other, that would be a problem.</p><p></p><p>I struggle to see where system mastery is not rewarded in any version of D&D, but more importantly, I struggle to see why you think it shouldn't be.</p><p></p><p>D&D is indeed diverse.</p><p></p><p>It's amazing to me that some people on these boards don't seem to see that.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6013939, member: 17106"] You seem to assume that this is somehow laborious or difficult, which I don't get. It isn't. Yes, it certainly does. Nothing wrong with that. I think I've probably undersold my point. There's making it hard for the player, and making it hard for the character. If you add in new rules elements that make Charisma worthwhile for everyone, or add in prerequisites or drawbacks for powerful spells, you've made it harder for both the character and the player. The bottom line (that your cleric can raise the dead and your wizard can teleport across the country and your fighter just attacks people) hasn't changed, but the landscape of a typical game changes greatly. The average player doesn't have that interest though. Personally, I like the guides, and refer my players to them sometimes, but they tend to assume a narrower style of play than I like, and they tend to actually help me find the overpowered combos and other rules abuses I need to ban. DMs read these things too. If I understand correctly, you are saying that 3e rewarding system mastery is a problem. This is essentially the same as saying that baseball rewarding better hand-eye coordination and more time spent in the batting cage is a problem, or that grandmasters being better at chess than amateurs is a problem. [I]Of course[/I] people who are more knowledgeable or more driven make better characters. If two people set out to make characters of different power levels, or if two people of different skill levels tried to make characters the same power level, and one character [I]wasn't [/I]clearly better than the other, that would be a problem. I struggle to see where system mastery is not rewarded in any version of D&D, but more importantly, I struggle to see why you think it shouldn't be. D&D is indeed diverse. It's amazing to me that some people on these boards don't seem to see that. [/QUOTE]
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