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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5970975" data-attributes="member: 54877"><p>You can't balance it, and shouldn't even try. Balance only matters for things intended to be used together. A "mythic" fighter and a "mundane" fighter aren't intended to be used together. (Or more precisely, if you decide to use them together because it fits some niche thing you are doing, or because maybe one guy wants the challenge of a mundane class in a mythic setting--then the balance issues are all on you. That's no different than if you decide to mix, say, 1st level PCs with 10th level PCs. It's outside the tolerance levels of the design.)</p><p> </p><p>And that brings up the next major objection that has to be addressed, and why it needs to be this way: How do you communicate to the player community at large, and then within groups, what things work together? Label those suckers! </p><p> </p><p>For example, you should be able to say something like, "If it says 'wahoo' or 'mythic' on it, you can't play it in my game unless you get express permission--and don't hold your breathe waiting." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>This is where the diversity moves from a weakness or neutral thing to a real strength. Because having to satisfy multiple playstyles is difficult. But trying to shoehorn multiple playstyles into a single element is really hard. And to be fair, I think this is part of the visceral reaction that Next is producing--something like: "Hey, they are gonna slip some of that wahoo stuff in the fighter class to try to please those other guys, which is probably going to just botch the class for me--and not even be enough to make them happy anyway." </p><p> </p><p>And that's absolutely true if they try to mush it altogether to make it roughly balanced. One guy likes cabbage and another guy likes pecan vanilla ice cream. Just put cabbage in with the pecans in the ice cream, and it will make everyone happy? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Oh no, some people only want one or the other. OK, I know. We'll put both in a big box in unmarked containers so that you have to open each one and try it to see what it is! It will need to go into the freezer section, but what could go wrong?</p><p> </p><p>This point goes double for feats, spells, etc. Classes will presumably be a short enough list that you can determine pretty fast which ones you want to pay attention to and which ones you don't. The main benefit to the labels in the classes is that if they bother to label, say, the fighter "mundane" and the warrior "mythic," then you can pretty much bet that the fighter really is mundane. </p><p> </p><p></p><p> </p><p>Like I said earlier, I'm fine with a variety of packages and presentation techniques, as long as key modules are designed <strong>and</strong> tested early--before the core becomes set in stone.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5970975, member: 54877"] You can't balance it, and shouldn't even try. Balance only matters for things intended to be used together. A "mythic" fighter and a "mundane" fighter aren't intended to be used together. (Or more precisely, if you decide to use them together because it fits some niche thing you are doing, or because maybe one guy wants the challenge of a mundane class in a mythic setting--then the balance issues are all on you. That's no different than if you decide to mix, say, 1st level PCs with 10th level PCs. It's outside the tolerance levels of the design.) And that brings up the next major objection that has to be addressed, and why it needs to be this way: How do you communicate to the player community at large, and then within groups, what things work together? Label those suckers! For example, you should be able to say something like, "If it says 'wahoo' or 'mythic' on it, you can't play it in my game unless you get express permission--and don't hold your breathe waiting." :D This is where the diversity moves from a weakness or neutral thing to a real strength. Because having to satisfy multiple playstyles is difficult. But trying to shoehorn multiple playstyles into a single element is really hard. And to be fair, I think this is part of the visceral reaction that Next is producing--something like: "Hey, they are gonna slip some of that wahoo stuff in the fighter class to try to please those other guys, which is probably going to just botch the class for me--and not even be enough to make them happy anyway." And that's absolutely true if they try to mush it altogether to make it roughly balanced. One guy likes cabbage and another guy likes pecan vanilla ice cream. Just put cabbage in with the pecans in the ice cream, and it will make everyone happy? :p Oh no, some people only want one or the other. OK, I know. We'll put both in a big box in unmarked containers so that you have to open each one and try it to see what it is! It will need to go into the freezer section, but what could go wrong? This point goes double for feats, spells, etc. Classes will presumably be a short enough list that you can determine pretty fast which ones you want to pay attention to and which ones you don't. The main benefit to the labels in the classes is that if they bother to label, say, the fighter "mundane" and the warrior "mythic," then you can pretty much bet that the fighter really is mundane. Like I said earlier, I'm fine with a variety of packages and presentation techniques, as long as key modules are designed [B]and[/B] tested early--before the core becomes set in stone. [/QUOTE]
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