Xeviat
Dungeon Mistress, she/her
Hi everyone. I'd like to discuss the perceived imbalances between spellcasters and warriors. In this case, spellcasters includes the classes which gain 9th level spells, so the warriors include paladins and rangers even though they have spells.
I have not had the chance yet to play in a high level game. I've played in high level 3E and 4E games, but no 5E yet. So my knowledge is very limited. I've seen wizards cut a force of monsters in half with a well-timed fireball, but I've also seen a raging barbarian tear through what I thought was going to be a tough fight in one round.
But, spellcasters can do far more with their spells than just deal damage. If they could only deal damage with their spells, then I don't think we'd ever have a discussion about any imbalances (or at least they'd be easier to iron out). 4E was theoretically more balanced because each class had access to very similar toys. 5E is back to the classics.
Now, for this discussion, balance has as much to do with numerical balance as it does with spotlight balance. From my own experience, balance at the table only matters in three places:
1) Spotlight Balance: it's important that the game offers spotlight time to each of the players. For some, this means giving their combat focused fighter something worthwhile to fight, since that's what the player designed their character to do. Other times, it's giving the cleric undead to deal with or giving the Sorcerer fire-vulnerable enemies to roast. Still, sometimes it means giving the social rogue player a tense diplomatic encounter.
2) Balance of Choices: This is where I believe the numbers come in most importantly. If Option A is objectively more powerful than Option B, then Option B is chosen less. After some time, system savvy players feel like their options are limited by this. Other times, this can be noticed late when a player feels like they aren't contributing because they chose a weak option (like in my first 3E game when the ranger's player felt weak next to the barbarian character).
3) Known Balance: The DM needs to be able to know, with some contained margin of error, where the balance point in the game is. This can be both within combat (not making climactic encounters too weak or roadblock encounters too hard) and across a greater span of time (balancing spotlight time). The better balanced a system is, the easier time the DM has putting it all together.
I think 5E did a pretty good job at balancing things. It's not 4E's perfect balance, which some found too constraining, but spellcasters did get reined in (not having bonus spell slots really did a lot). At the levels I've played, when using the full DMG's daily xp target guidelines, I feel like combat Balance is in a good place; but I haven't gone above level seven yet. I know certain spells have been identified as having issues (wish/similucrum keeps getting mentioned).
Where I stand right now is that I want each class to offer something non-combative to it's player. I feel like only the Fighter is really lacking here.
What balance points really stand out to you? What are your stories of when balance issues affected your games? What elements of the game stand out as being in need of rebalancing. Or, what do you find especially well balanced in 5th Edition D&D?
Thanks
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I have not had the chance yet to play in a high level game. I've played in high level 3E and 4E games, but no 5E yet. So my knowledge is very limited. I've seen wizards cut a force of monsters in half with a well-timed fireball, but I've also seen a raging barbarian tear through what I thought was going to be a tough fight in one round.
But, spellcasters can do far more with their spells than just deal damage. If they could only deal damage with their spells, then I don't think we'd ever have a discussion about any imbalances (or at least they'd be easier to iron out). 4E was theoretically more balanced because each class had access to very similar toys. 5E is back to the classics.
Now, for this discussion, balance has as much to do with numerical balance as it does with spotlight balance. From my own experience, balance at the table only matters in three places:
1) Spotlight Balance: it's important that the game offers spotlight time to each of the players. For some, this means giving their combat focused fighter something worthwhile to fight, since that's what the player designed their character to do. Other times, it's giving the cleric undead to deal with or giving the Sorcerer fire-vulnerable enemies to roast. Still, sometimes it means giving the social rogue player a tense diplomatic encounter.
2) Balance of Choices: This is where I believe the numbers come in most importantly. If Option A is objectively more powerful than Option B, then Option B is chosen less. After some time, system savvy players feel like their options are limited by this. Other times, this can be noticed late when a player feels like they aren't contributing because they chose a weak option (like in my first 3E game when the ranger's player felt weak next to the barbarian character).
3) Known Balance: The DM needs to be able to know, with some contained margin of error, where the balance point in the game is. This can be both within combat (not making climactic encounters too weak or roadblock encounters too hard) and across a greater span of time (balancing spotlight time). The better balanced a system is, the easier time the DM has putting it all together.
I think 5E did a pretty good job at balancing things. It's not 4E's perfect balance, which some found too constraining, but spellcasters did get reined in (not having bonus spell slots really did a lot). At the levels I've played, when using the full DMG's daily xp target guidelines, I feel like combat Balance is in a good place; but I haven't gone above level seven yet. I know certain spells have been identified as having issues (wish/similucrum keeps getting mentioned).
Where I stand right now is that I want each class to offer something non-combative to it's player. I feel like only the Fighter is really lacking here.
What balance points really stand out to you? What are your stories of when balance issues affected your games? What elements of the game stand out as being in need of rebalancing. Or, what do you find especially well balanced in 5th Edition D&D?
Thanks
Sent from my iPhone using Tapatalk