I don't know if that's here or there in a discussion about power levels.You missed Assassin.
I include it because it doesn't play the way people think it will play out so it becomes a problem.
it doesn't play the way people think it will play out so it becomes a problem
You missed Assassin.
I don't know if that's here or there in a discussion about power levels.
I suppose it gets into the power level experienced at the table? If you expect a class to play one way, and it doesn't, you may well underperform. The Wild Sorcerer might suffer from that a bit, too, for instance.I don't know if that's here or there in a discussion about power levels.
I agree completely, but, then again, this isn't a thread about what's fun to play, which I find often isn't the same at all as what's the most optimal. Viewing the game through the lens of optimization tends to focus the conversation on combat, both through DPR, nova damage, and battlefield control. Actual games of D&D aren't played in a whiteroom, and aren't solely focused on combat though. Depending on the campaign, and the amount of and importance placed on non-combat encounters of various sort really change the notion of both power and player enjoyment.People's enjoyment is the only thing that matters.
D&D is not a competitive game and the parameters of the challenges are all over the place.
Determining power within a broad range is very hard to do. Most people can't actually do it in actual strategy games where there are winners and losers.

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