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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="Helldritch" data-source="post: 8629681" data-attributes="member: 6855114"><p>Game development occurs before release. After that, you get minor adjustments or whatever, usually 2 or 3 years (maybe a bit later but rarely) after release. This is the late development phase where the designers will make an update to the game to reflect what is done out there. Note that computer games are way faster on updates. So yep, the Hex is late. </p><p></p><p></p><p>I was talking about the game, not the campaign. Two different things.</p><p></p><p></p><p>You conveniently stop the comparison at level 10. Why stop there. Go to 20th.</p><p></p><p></p><p>In standard games yes. In gritty reality games, not so easy.</p><p></p><p></p><p>That same manticore attacks 3 times with tail spikes. The 3rd level wizard might be downed with 3 hits as early as round 1. The cleric/healer might go down in 2 rounds. One of which will be when the manticore attacks out of the range of most cantrips.</p><p></p><p></p><p>The rogue can sneak of course. But once combat is on, it is not easy to use sneak attack damage if you have no friend next to the target. Against a flying target, you have nothing. At best the rogue will hide one round (if some cover to break line of sight is there) and it means that he will be able to use sneak damage once more. I would not allow a rogue to hide under the same cover over and over again. The famous we're in the desert, there's a palm tree... I hide behind the palm tree as a bonus action and... </p><p></p><p>A weapon of warning? You have a magician mart? Not me. Alert feat? Why take that? Surprise is relatively rare already and we do side initiative. Way faster and much more interesting. That is an option in the DMG. It means that some feats become useless and/or less usable but I (my players included) do not mind.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8629681, member: 6855114"] Game development occurs before release. After that, you get minor adjustments or whatever, usually 2 or 3 years (maybe a bit later but rarely) after release. This is the late development phase where the designers will make an update to the game to reflect what is done out there. Note that computer games are way faster on updates. So yep, the Hex is late. I was talking about the game, not the campaign. Two different things. You conveniently stop the comparison at level 10. Why stop there. Go to 20th. In standard games yes. In gritty reality games, not so easy. That same manticore attacks 3 times with tail spikes. The 3rd level wizard might be downed with 3 hits as early as round 1. The cleric/healer might go down in 2 rounds. One of which will be when the manticore attacks out of the range of most cantrips. The rogue can sneak of course. But once combat is on, it is not easy to use sneak attack damage if you have no friend next to the target. Against a flying target, you have nothing. At best the rogue will hide one round (if some cover to break line of sight is there) and it means that he will be able to use sneak damage once more. I would not allow a rogue to hide under the same cover over and over again. The famous we're in the desert, there's a palm tree... I hide behind the palm tree as a bonus action and... A weapon of warning? You have a magician mart? Not me. Alert feat? Why take that? Surprise is relatively rare already and we do side initiative. Way faster and much more interesting. That is an option in the DMG. It means that some feats become useless and/or less usable but I (my players included) do not mind. [/QUOTE]
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