D&D 5E (2014) Is Point Buy Balanced?

It’s subjective; if a player tells you a game is unbalanced they’re saying it feels unfair.

Ok. this is impossible to calculate, but you are probably correct. This gets to my point though, a game can feel very unfair or biased just based on the random dice rolls in play and equal abilities will not remedy this.

Go look at the BG3 forums on Steam and read about all the people complaining about the RNG. It is safe to say the game felt unfair (and unbalanced) to those people even though they were all playing with the same point buy system.


Just s guess but I’d suspect you’d get experienced players complaining at somewhere around 25% difference in overall output. (Assuming it wasn’t just a case of the d20’s being crazy) Probably more if the outputs aren’t directly comparable.

Well, whether it is correct or not that is a number we can work with. If we are using damage as a metric, and you are looking at 25% difference, the vast majority of sessions will be balanced even with characters in the 95th percentile and the 5th percentile.

This underscores my point. I can go into a game with my 14 Strength Barbarian and have another player at the table have a 20 Strength and the session will usually end up "balanced" by this definition.
 

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Ok. this is impossible to calculate, but you are probably correct. This gets to my point though, a game can feel very unfair or biased just based on the random dice rolls in play and equal abilities will not remedy this.

Go look at the BG3 forums on Steam and read about all the people complaining about the RNG. It is safe to say the game felt unfair (and unbalanced) to those people even though they were all playing with the same point buy system.

Just because there is not a single number does not mean that people don't recognize imbalance. It's the same with the experiment they did with capuchin monkeys - same task one got a cucumber (which is decent) and another got a grape (which is amazing). The one that got the cucumber refused to do the task because it wasn't fair. People aren't that much different.


Well, whether it is correct or not that is a number we can work with. If we are using damage as a metric, and you are looking at 25% difference, the vast majority of sessions will be balanced even with characters in the 95th percentile and the 5th percentile.

This underscores my point. I can go into a game with my 14 Strength Barbarian and have another player at the table have a 20 Strength and the session will usually end up "balanced" by this definition.

That 20 strength barbarian will be doing almost double damage on average because they hit more often and do more damage at level 5. It's not a minor difference.
 

We once, when we started D&D 3E, actually did the regular XP thing, and if you needed to reroll, you started at level 1. Quickly, we realized that this made you roll a new Level 1 character soon, the game isn't built for that. So we started the new guy 1 level lower than the rest of the party. Eventually, it was just the party level, because the adventures we were playing expected you to level and raised the challenge, and if you ended up behind, you'd just end with a TPK and can abandon the adventure path, especially those Paizo murder grinds. Not what we wanted to do ,we liked the story and the challenges.

You could get away with this a little bit back in the OD&D days becaue the semi-geometric levelling meant you'd probably mostly-catch up within a few games if you didn't lose the new character (and if you did--well, you often at the low end weren't that much worse than everyone else). In 3e or 4e it was pretty dumb, though.
 


What is useless is expecting identical ability scores to cause balance in play.

As I said, a position I don't agree with the premise so I don't agree with the conclusion. Exact balance in every situation is missing the point, which is why I said what I said. If you don't get that by now, I don't think going around with you about it repeatedly is going to change anything.
 

When it comes to XP, I've never had to dangle any additional carrots in front of the noses of players. They're playing a game after all - if they wanted to sit home and drink they didn't have to show up to the game. Meanwhile I want the players to do what they want their characters want to do, not what I'm going to bribe them to do.
 

Ok I will bite. What does it mean mathematically in play?

I am not talking about probabilities or averages; I am talking about results. If we are talking about damage, how far off can say total damage in a session be before the game is "unbalanced"?

Is a 10% difference in play unbalanced? What about a 20% difference? or a 50% difference?
Games are designed for balance to equal a range, not 1 exact number. You can use an irrelevant metric for balanced, but it's not going to mean much when everyone else is talking about the game's balance.
 

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