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What does balance mean to you?
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<blockquote data-quote="DaveDash" data-source="post: 7157149" data-attributes="member: 6786202"><p>Definitely not "minor" differences at all.</p><p></p><p>There are combinations in 5e that can really outshine other classes. This particular character was a Greenflame Blade Bladesong / Arcane Trickster who ended up with nearly advantage in every attack, damage in the 40-50 range at around level 11 from basic attacks, best AC in the group, and 20+ Minimum rolls on a ton of skills due to Rogue abilities, not to mention survivability and manoeuvrability that comes from cunning action, improved evasion, uncanny dodge, etc. He was the best combat character, the best exploration character, and pretty darn good social as well. He is also a DM who knows the rules inside and out and purposely set out to make a broken character reasons I won't go into.</p><p>He outshone a lot of us by more than just +1 or +2 mate, he was doing 3-4 times more damage than my War Cleric as example, and it caused a lot of angst between players and the DM.</p><p></p><p>All this was Raw, legit, perfectly within the rules. No homebrew, wotc official module, official books.</p><p></p><p>There are other combinations as well that can be problematic. We've had a character go from about 20-30 DPD to over 90DPR spread out over three rounds at levels 11-14 (Fighter/Rogue Assassin) when he took sharpshooter somewhere around level 12+.</p><p>He trivialised the poor DMs climatic dragon fights in Tyranny of Dragons, since without modification they're not equipped to handle this kind of firepower. Greater invisibility (from the Bard) plus sharpshooter plus haste (from the Sorcerer) from extreme range = good night. </p><p></p><p>Yes, you can "DM" around these things but after a certain point you're just putting a band aid solution over something that's inherently broken in the game, and in my games there are certain house rules to certain classes and feats because of this.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 7157149, member: 6786202"] Definitely not "minor" differences at all. There are combinations in 5e that can really outshine other classes. This particular character was a Greenflame Blade Bladesong / Arcane Trickster who ended up with nearly advantage in every attack, damage in the 40-50 range at around level 11 from basic attacks, best AC in the group, and 20+ Minimum rolls on a ton of skills due to Rogue abilities, not to mention survivability and manoeuvrability that comes from cunning action, improved evasion, uncanny dodge, etc. He was the best combat character, the best exploration character, and pretty darn good social as well. He is also a DM who knows the rules inside and out and purposely set out to make a broken character reasons I won't go into. He outshone a lot of us by more than just +1 or +2 mate, he was doing 3-4 times more damage than my War Cleric as example, and it caused a lot of angst between players and the DM. All this was Raw, legit, perfectly within the rules. No homebrew, wotc official module, official books. There are other combinations as well that can be problematic. We've had a character go from about 20-30 DPD to over 90DPR spread out over three rounds at levels 11-14 (Fighter/Rogue Assassin) when he took sharpshooter somewhere around level 12+. He trivialised the poor DMs climatic dragon fights in Tyranny of Dragons, since without modification they're not equipped to handle this kind of firepower. Greater invisibility (from the Bard) plus sharpshooter plus haste (from the Sorcerer) from extreme range = good night. Yes, you can "DM" around these things but after a certain point you're just putting a band aid solution over something that's inherently broken in the game, and in my games there are certain house rules to certain classes and feats because of this. [/QUOTE]
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