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*Dungeons & Dragons
What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="Willie the Duck" data-source="post: 8623990" data-attributes="member: 6799660"><p>There are certain spells that don't need to exist (or exist as they do). Alternate resting rules* or DM guidance needs to enforce constraints on the 5 minute workday**. Casters in full-combat: it can go either way. 'Magic User casts his one sleep spell and then stands in the back lobbing oil flasks' of days gone by was (IMO) not actually good gameplay. 'Magic Users are fragile (unless they spend spells or built options to not be) and can't cast high-powered spells near enemies and thus have to think strategically if they want to do more than plink away with cantrips/crossbows (whichever you prefer in your design)' would be a solid compromise.</p><p><em><span style="font-size: 9px">*Which the DMG has in spades, but as mentioned no one reads the DMG, but then complains about issues that it addresses.</span></em></p><p><em><span style="font-size: 9px">**This is true for all recharge abilities (there is an intended pace of recharge, and breaking that disrupts balance between classes and between pc-vs.-challenges</span></em></p><p></p><p><u>Oh</u>. <u>My</u>. <u>God</u>., <u>Every</u>. <u>Single</u>. <u>Time</u>. You'd think '<em>his strength has no upper limit</em>' was some magical rhetorical I-win button. Even forgetting that Strength =/= winning in all situations, a lack of an upward boundary means nothing until/unless you're at the point of crossing where that boundary might otherwise be. If a fight ends before his anger reaches that point (let's say he's fighting Lex Lullaby, or the Beige Brawler, or Mr. Milquetoast), it is a completely meaningless factor.</p><p></p><p>Exact numbers probably don't matter much*. The issue for me is that each phase of character advancement should feel like a full chapter in their development as adventurers. There should be a time when the PCs feel like a squad of goblins is a challenge not to be faced head-on; a time when getting across a pit/up a slick wall**/through a portcullis should be the challenge of the scene; a time when an ogre seems scary; a time when 4 ogres seems like an annoyance; and a time when they are seen as saviors of the realm. </p><p><em><span style="font-size: 9px">*early D&D treated 8th level as quite high, but then AD&D made 1-20 a standard just by having 20 levels per chart; BECMI worked fine with 36 (although honestly everything past ~18 for L9 spells seemed same-y); 4e's shift to 30 levels seems the least controversial part of the edition, etc.</span></em></p><p><em><span style="font-size: 9px">**Honestly I think some spells like Spider Climb and Knock have come on too early since near the beginning of the game, since they can obviate entire modes of gameplay by level 3! This made sense when level 4 was seen as quite high, but never since.</span></em></p><p>Regardless, I think at each of those points, the martials and casters should be on a similar level of 'epic-ness,' and if they are, the game is probably fine regardless of what level of superherioc-ness a given level represents.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8623990, member: 6799660"] There are certain spells that don't need to exist (or exist as they do). Alternate resting rules* or DM guidance needs to enforce constraints on the 5 minute workday**. Casters in full-combat: it can go either way. 'Magic User casts his one sleep spell and then stands in the back lobbing oil flasks' of days gone by was (IMO) not actually good gameplay. 'Magic Users are fragile (unless they spend spells or built options to not be) and can't cast high-powered spells near enemies and thus have to think strategically if they want to do more than plink away with cantrips/crossbows (whichever you prefer in your design)' would be a solid compromise. [I][SIZE=1]*Which the DMG has in spades, but as mentioned no one reads the DMG, but then complains about issues that it addresses. **This is true for all recharge abilities (there is an intended pace of recharge, and breaking that disrupts balance between classes and between pc-vs.-challenges[/SIZE][/I] [U]Oh[/U]. [U]My[/U]. [U]God[/U]., [U]Every[/U]. [U]Single[/U]. [U]Time[/U]. You'd think '[I]his strength has no upper limit[/I]' was some magical rhetorical I-win button. Even forgetting that Strength =/= winning in all situations, a lack of an upward boundary means nothing until/unless you're at the point of crossing where that boundary might otherwise be. If a fight ends before his anger reaches that point (let's say he's fighting Lex Lullaby, or the Beige Brawler, or Mr. Milquetoast), it is a completely meaningless factor. Exact numbers probably don't matter much*. The issue for me is that each phase of character advancement should feel like a full chapter in their development as adventurers. There should be a time when the PCs feel like a squad of goblins is a challenge not to be faced head-on; a time when getting across a pit/up a slick wall**/through a portcullis should be the challenge of the scene; a time when an ogre seems scary; a time when 4 ogres seems like an annoyance; and a time when they are seen as saviors of the realm. [I][SIZE=1]*early D&D treated 8th level as quite high, but then AD&D made 1-20 a standard just by having 20 levels per chart; BECMI worked fine with 36 (although honestly everything past ~18 for L9 spells seemed same-y); 4e's shift to 30 levels seems the least controversial part of the edition, etc. **Honestly I think some spells like Spider Climb and Knock have come on too early since near the beginning of the game, since they can obviate entire modes of gameplay by level 3! This made sense when level 4 was seen as quite high, but never since.[/SIZE][/I] Regardless, I think at each of those points, the martials and casters should be on a similar level of 'epic-ness,' and if they are, the game is probably fine regardless of what level of superherioc-ness a given level represents. [/QUOTE]
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