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How viable is 5E to play at high levels?
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<blockquote data-quote="Tony Vargas" data-source="post: 7217987" data-attributes="member: 996"><p>Doesn't help if you know what they mean by 'balanced?' </p><p></p><p>Anyway, if you have any reason to trust their assessment, at least you know it's not broken...</p><p></p><p>...oh, 'broken' doesn't mean anything either, does it... ?</p><p></p><p> On-line discussions are probably close enough to meaningless.</p><p></p><p> Ironically, one of the issues that balancing a game tends to address. The more viable choices you provide, the more likely each player at the table will find /something/ that does meet their gaming needs, without wrecking the experience for the next guy. </p><p></p><p>(Sometimes, though, those needs /include/ wrecking the experience for the next guy, so... well... no solution is perfect.)</p><p></p><p>Oh, and still relevant to the topic, since balance (still using my preferred definition, so not meaningless ;P ) is one of the things that tends to go wonky at high levels - you get more & more choices, but some of the old ones will be obviated, and new combos can pop up that render whole swaths of alternatives non-viable, and major choices, like class, that seemed viable at low level can turn out not to be so, at high level...</p><p></p><p> I consider it more of an observation. The reality is that running 5e is more art than science. It's just that kinda game. House-ruling 5e extensively is another Empowered DM option to 'make the game your own,' and a lot of work, but that'd be the way to ratchet up the science side.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7217987, member: 996"] Doesn't help if you know what they mean by 'balanced?' Anyway, if you have any reason to trust their assessment, at least you know it's not broken... ...oh, 'broken' doesn't mean anything either, does it... ? On-line discussions are probably close enough to meaningless. Ironically, one of the issues that balancing a game tends to address. The more viable choices you provide, the more likely each player at the table will find /something/ that does meet their gaming needs, without wrecking the experience for the next guy. (Sometimes, though, those needs /include/ wrecking the experience for the next guy, so... well... no solution is perfect.) Oh, and still relevant to the topic, since balance (still using my preferred definition, so not meaningless ;P ) is one of the things that tends to go wonky at high levels - you get more & more choices, but some of the old ones will be obviated, and new combos can pop up that render whole swaths of alternatives non-viable, and major choices, like class, that seemed viable at low level can turn out not to be so, at high level... I consider it more of an observation. The reality is that running 5e is more art than science. It's just that kinda game. House-ruling 5e extensively is another Empowered DM option to 'make the game your own,' and a lot of work, but that'd be the way to ratchet up the science side. [/QUOTE]
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