Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8312997" data-attributes="member: 6696971"><p>Good post.</p><p></p><p>Personally, when I talk about D&D balance, I'm exclusively talking about it from a GMing perspective (which is all I do and all I've ever done). Specifically, these are my concerns:</p><p></p><p>* When I throw together a combat, my expectations are that the results will be <em>predictable within certain bounds to me.</em> I expect my mental model for the dynamics of the combat and the zoomed-out results of combat to be predictable. If I set up a combat that involves dangerous Artillery Minions who are protected by Terrain Features and Soldiers/Brutes, I expect tactically solving this puzzle to be a thing. If a Solo Leader/Controller interacts with them in ways that punish Team PC, but that Solo also punishes Team PC for engaging them, I expect tactically solving this puzzle to be a thing. If I put features of the combat the incentivize engagement (movement, stunting, protecting NPCs, getting to this area here to do this thing), I expect that to be a thing. If I create a deadly combat, I expect that to manifest in requisite tension and adrenaline (and not fait accompli).</p><p></p><p>If those things aren't reliably produced (meaning, they aren't predictable to me as the GM)...Houston...we have a problem.</p><p></p><p>* I want noncombat conflicts to be able to be meaningfully nested within the combat such that (a) the action economy required to engage with these goals is somewhere between "not punished" and incentivized (eg if there is a Portal where mooks are spilling out of it...I want Team PC to be able to orient themselves to the decision-point of "do we shut down this portal" and I want that decision to be a tough one and for it to matter).</p><p></p><p>* I will NEVER EVER EVER again spend the cognitive overhead required to tailor play to PC tactical niches or to rotate spotlight or to balance a natively unbalanced engine. Won't do it. I'm not going to Arms Race with Spellcasters or impose content upon play so weak PC archetypes can follow my bread-crumbs to Power Fantasy. Its anathema to skilled play and I want to spend all of my cognitive horsepower on creativity and dynamism...I don't want to spend one cent of it on making up for the system's issues that I have to curate out of existence. </p><p></p><p></p><p></p><p>So those are always my chief concerns when I engage on these subjects (and those 3 concerns were what informed my dogged effort to get 5e balanced around the Encounter/Scene rather than the Adventuring Day)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8312997, member: 6696971"] Good post. Personally, when I talk about D&D balance, I'm exclusively talking about it from a GMing perspective (which is all I do and all I've ever done). Specifically, these are my concerns: * When I throw together a combat, my expectations are that the results will be [I]predictable within certain bounds to me.[/I] I expect my mental model for the dynamics of the combat and the zoomed-out results of combat to be predictable. If I set up a combat that involves dangerous Artillery Minions who are protected by Terrain Features and Soldiers/Brutes, I expect tactically solving this puzzle to be a thing. If a Solo Leader/Controller interacts with them in ways that punish Team PC, but that Solo also punishes Team PC for engaging them, I expect tactically solving this puzzle to be a thing. If I put features of the combat the incentivize engagement (movement, stunting, protecting NPCs, getting to this area here to do this thing), I expect that to be a thing. If I create a deadly combat, I expect that to manifest in requisite tension and adrenaline (and not fait accompli). If those things aren't reliably produced (meaning, they aren't predictable to me as the GM)...Houston...we have a problem. * I want noncombat conflicts to be able to be meaningfully nested within the combat such that (a) the action economy required to engage with these goals is somewhere between "not punished" and incentivized (eg if there is a Portal where mooks are spilling out of it...I want Team PC to be able to orient themselves to the decision-point of "do we shut down this portal" and I want that decision to be a tough one and for it to matter). * I will NEVER EVER EVER again spend the cognitive overhead required to tailor play to PC tactical niches or to rotate spotlight or to balance a natively unbalanced engine. Won't do it. I'm not going to Arms Race with Spellcasters or impose content upon play so weak PC archetypes can follow my bread-crumbs to Power Fantasy. Its anathema to skilled play and I want to spend all of my cognitive horsepower on creativity and dynamism...I don't want to spend one cent of it on making up for the system's issues that I have to curate out of existence. So those are always my chief concerns when I engage on these subjects (and those 3 concerns were what informed my dogged effort to get 5e balanced around the Encounter/Scene rather than the Adventuring Day) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcasters and Balance in 5e: A Poll
Top