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General Tabletop Discussion
*Dungeons & Dragons
What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8626538" data-attributes="member: 6790260"><p>Is there a difference, when players demonstrably fail to conform to the designer's intent? Seriously. If you get caught up on designing a game for a behavior pattern that simply doesn't occur often enough to be relevant to the typical group, it seems to me you have fallen into a trap of thinking people <em>should</em> behave in ways that they simply do not.</p><p></p><p></p><p>It isn't just "what the most vocals are asking for." They've conducted their tests and realized that the <em>expected</em> balance point and player/DM behavior, in general, does not match the <em>actual</em> player/DM behavior. It is, effectively, exactly the same error they committed back in 3e, just to a (much) less egregious degree. They designed a game <em>expecting people would play it the way it was playtested</em>, rather than designing the game <em>based around how people actually choose to play</em>.</p><p></p><p>If you do, in fact, get approximately 8 combat encounters a day, then even the Champion rises up to the point of being maybe-kinda-sorta on par. And if you do, in fact, get 2-3 short rests every day (<em>leaning</em> toward 3 but not always 3), then Warlocks can keep up with other spellcasters (e.g. at 5th level, fresh day + 3 short rests gives you 2*4 = 8 spells that are always upcast to 3rd if that makes any difference; whereas a Wizard has four 1st, three 2nd, and two 3rd, plus three restorable spell levels via Arcane Recovery, meaning the Wizard has <em>more</em> spells but the Warlock has, in theory, <em>stronger</em> spells.) The problem is, many groups simply don't do that. </p><p></p><p>From all data that has been available to me--and, based on Crawford's direct statements, this is at least <em>loosely</em> like what WotC's much more official data shows--most groups are closer to 3-5 encounters a day <em>favoring the low end</em>. Further, they get 1-2 short rests per day, <em>again</em> favoring the low end (to the point of sometimes getting no short rests <em>at all</em> before a long rest.) Hence why they're shifting things. Players simply don't play the game the way the designers expected them to, and as a result, things are skewed to a point that the designers consider it a problem. Using my above example, the 5th level Warlock would typically get only <em>four spells</em> a day, whereas the Wizard still has all 9+ (anywhere between 10 and 12 total), and having a great cantrip option just doesn't quite compare to being able to drop two and a half times as many potentially combat-ending bombshells.</p><p></p><p>Also? "<em>I don't</em> have problems" does not mean "<em>nobody should</em> have problems."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8626538, member: 6790260"] Is there a difference, when players demonstrably fail to conform to the designer's intent? Seriously. If you get caught up on designing a game for a behavior pattern that simply doesn't occur often enough to be relevant to the typical group, it seems to me you have fallen into a trap of thinking people [I]should[/I] behave in ways that they simply do not. It isn't just "what the most vocals are asking for." They've conducted their tests and realized that the [I]expected[/I] balance point and player/DM behavior, in general, does not match the [I]actual[/I] player/DM behavior. It is, effectively, exactly the same error they committed back in 3e, just to a (much) less egregious degree. They designed a game [I]expecting people would play it the way it was playtested[/I], rather than designing the game [I]based around how people actually choose to play[/I]. If you do, in fact, get approximately 8 combat encounters a day, then even the Champion rises up to the point of being maybe-kinda-sorta on par. And if you do, in fact, get 2-3 short rests every day ([I]leaning[/I] toward 3 but not always 3), then Warlocks can keep up with other spellcasters (e.g. at 5th level, fresh day + 3 short rests gives you 2*4 = 8 spells that are always upcast to 3rd if that makes any difference; whereas a Wizard has four 1st, three 2nd, and two 3rd, plus three restorable spell levels via Arcane Recovery, meaning the Wizard has [I]more[/I] spells but the Warlock has, in theory, [I]stronger[/I] spells.) The problem is, many groups simply don't do that. From all data that has been available to me--and, based on Crawford's direct statements, this is at least [I]loosely[/I] like what WotC's much more official data shows--most groups are closer to 3-5 encounters a day [I]favoring the low end[/I]. Further, they get 1-2 short rests per day, [I]again[/I] favoring the low end (to the point of sometimes getting no short rests [I]at all[/I] before a long rest.) Hence why they're shifting things. Players simply don't play the game the way the designers expected them to, and as a result, things are skewed to a point that the designers consider it a problem. Using my above example, the 5th level Warlock would typically get only [I]four spells[/I] a day, whereas the Wizard still has all 9+ (anywhere between 10 and 12 total), and having a great cantrip option just doesn't quite compare to being able to drop two and a half times as many potentially combat-ending bombshells. Also? "[I]I don't[/I] have problems" does not mean "[I]nobody should[/I] have problems." [/QUOTE]
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