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General Tabletop Discussion
*Dungeons & Dragons
How viable is 5E to play at high levels?
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<blockquote data-quote="Manbearcat" data-source="post: 7217525" data-attributes="member: 6696971"><p>Including these two with @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=205" target="_blank">TwoSix</a></u></strong></em> and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6779717" target="_blank">Eric V</a></u></strong></em> , that is at least 4!!!</p><p></p><p></p><p></p><p>I agree with the first two parts. Don't agree with the last part.</p><p></p><p>My guess is folks like the 4 mentioned above (except maybe Tony) and others like them are looking for design and implementation backed by an intimate understanding of system maths and knock-on effects. Balancing (even roughly) something like the ability I mentioned above (for the Marilith) requires a lot of consideration and depth of understanding of system maths/action economy ramifications/CR and encounter budget ramifications, and multiple iteration capacity. I think folks looking not just for interesting thematics, but also systemitized balance and tactical depth in a Monster Supplement are looking for professional design by creators, the means to iterate/playtest on that design, and (especially) maybe have a few Magic the Gathering eyes consult!</p><p></p><p>Finally (unrelated to the above), I dispute in the highest amount that (obviously not perfect, but well more than functional) balance isn't attainable in a TTRPG. That is simply not true and the engineering marvels (big and small) of the Industrial Revolution era certainly disagrees vehemently (an abundance of marvels of which weren't backed by big money/incorporation). We've already seen it in tons of games both complex and system light. The "its art, not science" ethos needs to dial it back a bit. Its both art and science.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7217525, member: 6696971"] Including these two with @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=205"]TwoSix[/URL][/U][/B][/I] and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6779717"]Eric V[/URL][/U][/B][/I] , that is at least 4!!! I agree with the first two parts. Don't agree with the last part. My guess is folks like the 4 mentioned above (except maybe Tony) and others like them are looking for design and implementation backed by an intimate understanding of system maths and knock-on effects. Balancing (even roughly) something like the ability I mentioned above (for the Marilith) requires a lot of consideration and depth of understanding of system maths/action economy ramifications/CR and encounter budget ramifications, and multiple iteration capacity. I think folks looking not just for interesting thematics, but also systemitized balance and tactical depth in a Monster Supplement are looking for professional design by creators, the means to iterate/playtest on that design, and (especially) maybe have a few Magic the Gathering eyes consult! Finally (unrelated to the above), I dispute in the highest amount that (obviously not perfect, but well more than functional) balance isn't attainable in a TTRPG. That is simply not true and the engineering marvels (big and small) of the Industrial Revolution era certainly disagrees vehemently (an abundance of marvels of which weren't backed by big money/incorporation). We've already seen it in tons of games both complex and system light. The "its art, not science" ethos needs to dial it back a bit. Its both art and science. [/QUOTE]
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