For me, it's character-focused.The issue with this is it is usually player-focused, not class or character focused. Some players may feel slighted by this.
For me, it's character-focused.The issue with this is it is usually player-focused, not class or character focused. Some players may feel slighted by this.
you can always make class specific weapons.What hinders other, better, classes from just taking the items from these classes? Why should the melee Ranger get a good sword, and not the fighter with more attacks and better survivability?
Sure its not always possible (like fist fighter monk, or no fighter/paladin/barbarian which uses the same type of weapons), but overall in general, it would be a waste to give the worse class the better weapon in a party.
I mean...wouldn't it be better if you just....didn't have to do that? Like if most characters were all clearly in the same ballpark pretty much all of the time?This is basically what I do in every campaign and system. I watch to see which characters are dominant and which are not. The ones that are struggling get magic items to bring them up to parity. The other characters...don't.
Yes, it would. But it'd also be better if there was world peace and I had a million dollar a year job as cocktail tester and once-a-week DM on Bikini Model Island, but that's not going to happen either. Imbalance, of a degree, it just a fact of life when you write a ruleset. No system is perfectly balanced unless all PCs are carbon copies of each other. There's always going to be choices that are mechanically less or more optimal than others, or at least more optimal for the type of game that the DM runs (I've run no less than two PCs recently that were nicely optimised for sneaky urban campaigns, which became an issue when they ended up playing in wilderness crawls...)I mean...wouldn't it be better if you just....didn't have to do that? Like if most characters were all clearly in the same ballpark pretty much all of the time?
Yes. But I almost never see that. It's a combination of unbalanced classes plus system mastery. I have a few players who are always looking for the exploit and a few players who don't make character decisions based on numbers. But every player notices, eventually, when one player is dominant in combat and another player is barely effective.I mean...wouldn't it be better if you just....didn't have to do that? Like if most characters were all clearly in the same ballpark pretty much all of the time?
Yes. But I almost never see that. It's a combination of unbalanced classes plus system mastery. I have a few players who are always looking for the exploit and a few players who don't make character decisions based on numbers. But every player notices, eventually, when one player is dominant in combat and another player is barely effective.
I was trying to point out that this is a weakness of 5e's design that was intentionally put there, and which could have been designed in a different way, such that this wasn't actually required literally every single game.Yes. But I almost never see that. It's a combination of unbalanced classes plus system mastery. I have a few players who are always looking for the exploit and a few players who don't make character decisions based on numbers. But every player notices, eventually, when one player is dominant in combat and another player is barely effective.
This is where you just say "Hey, this one's for the warlord" to the group. Or make the item warlord only. Its ok to tip the scales with loot.I gave out some custom +1 studded leather with some special abilities with this in mind, but that was immediately snapped up by the bladedancer, as would be any magic rapier I put in treasure. The warlock would have first dibs on any Charisma item. The PC isn't proficient in shields and even if I gave out a good shield, the PCs would probably decide it'd be better with the fighter. It feels like any item I put in treasure with the idea of boosting the warlord into comparative parity will more likely end up in the hands of one of the other PCs and make the inequity problem worse.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.