Or half-elves who had slightly better level limits.
I seem to remember Gnome Fighter/illusionist was legal too.
Or half-elves who had slightly better level limits.
Not necessarily a problem though. After all, the action economy may be one of the things that naturally keeps the character from being radically overpowered. In some circumstances, 3.0 haste could allow very powerful combinations of attacking and spellcasting.
And, of course, one of the distinctive features of spellcasting is that two different spellcasters with the exact same basic statistics could be radically different in functionality simply by their spell selection; you could have a sage or a hedge wizard who can't even fight and just throws up his hands if anyone attacks him, or you could have someone who's trying to bend reality and take over the world.
I take it as given that players would choose flexibility over balance every time, if given that choice. The only reason we have any balance at all is that it isn't always a dichotomous choice, and because of legacy elements that still carry forward from the game's wargame heritage.
Even within the extant D&D framework, skills are much more balanced than spells; they have to be. An enormous amount of conceptual space is being funneled into one relatively small piece of skill text, and that skill is going to be usable by most or all characters very frequently, and won't be changed a whole lot by future supplements. So it has to be done right. And most of them were.
More than anything else, the class-based approach is simply tradition, and like any other sacred cow, I think it's days are numbered. Maybe a large number, but a number nonetheless.
I seem to remember Gnome Fighter/illusionist was legal too.
Hmm, what if they gave the Fighter the ability to really summon up a lot of fighting spirit and attack everything in front of him for a set amount of damage, say 3d6, with half that much on a miss. Start him out with 2 uses of the ability per long rest, but give him more uses and crank up the damage as he levels up.
We can call it: Burning Hands.
It's not about the spread of options. It's about the spread of the effects of those options. Having options is all well and good, but when those options produce the vast gulfs in power between characters, then something is clearly not working.That's wrong on two levels. First the premise is wrong. There's no evidence that any particular class or choice is that much different from another. The available spread of options has always been and remains a real and intriguing choice. Except possibly bards.
Again, not something exclusive to 3rd Edition. And 4E and DDN both add the ability to play multiple completely different versions of martial characters based on exploit selection and subclass. Options in a vacuum mean nothing if the results are a barely-functional character, or a competent character who is nevertheless overshadowed by the guy who can bend reality.However, even if it wasn't, I'd say players would still want that choice. On the micro level, many players dive in to opportunities to spend character creation resources on things that are useless to fighting or even adventuring, simply to detail their character. In 2e, it was some of the chintzier NWPs. In 3e, it expanded to things like Perform and Profession. And, of course, one of the distinctive features of spellcasting is that two different spellcasters with the exact same basic statistics could be radically different in functionality simply by their spell selection; you could have a sage or a hedge wizard who can't even fight and just throws up his hands if anyone attacks him, or you could have someone who's trying to bend reality and take over the world.
Based on what? Clearly a lot of people value balance. Your own preferences are not an excuse to take it as a given. Not everyone is you.I take it as given that players would choose flexibility over balance every time, if given that choice. The only reason we have any balance at all is that it isn't always a dichotomous choice, and because of legacy elements that still carry forward from the game's wargame heritage.
I... I don't think there's anything I can say in response to this.Yes, and that's a problem. Like I said, you can't unring the bell. Once you tell players that they can make a tauric halfling blink dog or a rogue/warlock hybrid or a noncombatant aristocrat and so on and so forth, I don't think they'll take no for an answer. Mine certainly wouldn't.
The skills perhaps; the allotment of skill points by class not so much.Depends on what kind of balance you're talking about. Designing abilities independently from the characters that use them allows them to be very balanced in a broader context.
Even within the extant D&D framework, skills are much more balanced than spells; they have to be. An enormous amount of conceptual space is being funneled into one relatively small piece of skill text, and that skill is going to be usable by most or all characters very frequently, and won't be changed a whole lot by future supplements. So it has to be done right. And most of them were.
And still somehow an order of magnitude more balanced than the edition you prefer. But honestly balance between abilities is not as important as balance between the classes. As you said, options and freedom are the quintessential D&D thing, and I honestly don't care if one class has an overpowered level 7 Daily because the classes are still all contributing to an encounter.Conversely, spells (or, in the broader sense, exception-based mechanical abilities) create new conceptual space with each added spell (exception). They proliferate endlessly and instead of being balanced functionally by examining the practical utility of what they do, they're balanced largely by precedent (the DMG and other sources even say this explicitly), which naturally leads to power creep because precedent is boring, and brings and unreasonable degree of system mastery to the table. In some cases, it leads to blatantly unbalanced abilities that were designed to fill a niche without sufficient regard for their implications in the game world.
It's why 4e, despite having shoehorned characters into such a rigid mechanical framework, is so unbalanced.
Play something else. Seriously: why limit yourself to D&D when it's clear that the most basic design decisions of the game are the exact opposite of what you want?Never say never. It certainly isn't now, but the merits of my thinking exist independently of whatever a company like WotC does. Boundaries, niches, and exceptions are inherently problematic, and consolidated, universal design makes sense. More than anything else, the class-based approach is simply tradition, and like any other sacred cow, I think it's days are numbered. Maybe a large number, but a number nonetheless.
A pure hypothetical, though. There aren't really any such cases where one type of character is overshadowed by another on that scale. If there were, it still would probably be fine if it were justified appropriately.Options in a vacuum mean nothing if the results are a barely-functional character, or a competent character who is nevertheless overshadowed by the guy who can bend reality.
I don't think that's clear at all. I think a few people understand balance, and most of them that do don't care much about it. Conversely, a lot of people use the term as an edition-warring tool.Based on what? Clearly a lot of people value balance.
Why not? This is how a discussion works: you make a point, someone else makes a counterpoint?I... I don't think there's anything I can say in response to this.
Very possibly not.The skills perhaps; the allotment of skill points by class not so much.
You also apparently don't care if all of them are equally over/underpowered.As you said, options and freedom are the quintessential D&D thing, and I honestly don't care if one class has an overpowered level 7 Daily because the classes are still all contributing to an encounter.
Am I limiting myself to D&D? I don't recall doing that.Play something else. Seriously: why limit yourself to D&D when it's clear that the most basic design decisions of the game are the exact opposite of what you want?
I think you played a different 3rd Edition than the rest of us.A pure hypothetical, though. There aren't really any such cases where one type of character is overshadowed by another on that scale. If there were, it still would probably be fine if it were justified appropriately.
That's rich coming from you, who seems to like 3rd Edition to the exclusion of all others, and like it for things that D&D was not really meant to do and didn't do well or at all in prior and subsequent editions.I don't think that's clear at all. I think a few people understand balance, and most of them that do don't care much about it. Conversely, a lot of people use the term as an edition-warring tool.
Your group is your group. The fact that they 'won't accept' a more limited palette of choices says a lot about your group, but not quite as much about whether a robust palette is better, or if the options thereon are any good.Why not? This is how a discussion works: you make a point, someone else makes a counterpoint?
I can't argue with that logic.Very possibly not.
I think you might want to reread this sentence and think about what you just said.You also apparently don't care if all of them are equally over/underpowered.
Good, good. Of course perhaps we could also limit our criticisms of D&D Next to things that are actually flaws instead of the design decis--Am I limiting myself to D&D? I don't recall doing that.
Or not.The design decisions of the current WotC staff, assuming that there are any decisions as opposed to just random flailing about, yes I don't agree with.
Let me tell you about a game called Pathfinder.However, there is ample support within published D&D for what I do. I just happen to think that one particular vision that's been expressed within D&D is better than the others, and that it should carry forward.
What was D&D meant to do exactly? I don't take it as given that it was meant to create endless bookwork or enforce a particular gameplay experience on its participants.That's rich coming from you, who seems to like 3rd Edition to the exclusion of all others, and like it for things that D&D was not really meant to do and didn't do well or at all in prior and subsequent editions.
If one character class, or even one smaller mechanic, is not in itself balanced, if it doesn't fit within the context of the game world, it can't be compared meaningfully to other things. This is the (a) problem with 4e; it's core assumptions are so unbalanced that comparing elements within PC options is meaningless. It's moving in that direction with 5e.I think you might want to reread this sentence and think about what you just said.
A nice positive development in some ways, but also one that doesn't really fix a lot of the legacy issues and has taken some offbeat directions of its own. PF is most certainly a game that is being carried forward, and it is the best thing in stores at the moment, but it is not my game.Let me tell you about a game called Pathfinder.