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General Tabletop Discussion
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What Level 20 Class Would Win?
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<blockquote data-quote="Helldritch" data-source="post: 8007579" data-attributes="member: 6855114"><p>Easy to say after a six year period. All players had participated to the playtests the years before. (And I still have all the files). </p><p></p><p>This means that we were not totally in the dark, far from that. TTRPG experience might not matter, but 30+ years of D&D in its various incarnations will mean a lot. Especially if said players were participating in the playtests.</p><p></p><p>The goals we had in doing these tests were many. The main one was to identify the weaknesses, the potential exploits and whether or not the CR calculations were accurate. We also wanted to see if some spell change were broken or too weak. In other words we tested the edition to its limit. </p><p></p><p>We immediately saw the potential problems with some feats (SS, GWM), the need to enforce the 4 to 6 encounters per day to balance the various classes and their features. We accomplished a lot during those three weeks and if the diviner's portent had been broken even in normal adventure I would have done a house rule against it. Fortunately D&D is not about dueling. The diviner would simply be OP.</p><p></p><p>These testing enabled us to see what would be strong, too strong, weak and too weak. We were not so far off the map. In fact we were almost right on spot on many things. If we accomplished this much with 13 persons, imagine what this forum can accomplish with its members...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8007579, member: 6855114"] Easy to say after a six year period. All players had participated to the playtests the years before. (And I still have all the files). This means that we were not totally in the dark, far from that. TTRPG experience might not matter, but 30+ years of D&D in its various incarnations will mean a lot. Especially if said players were participating in the playtests. The goals we had in doing these tests were many. The main one was to identify the weaknesses, the potential exploits and whether or not the CR calculations were accurate. We also wanted to see if some spell change were broken or too weak. In other words we tested the edition to its limit. We immediately saw the potential problems with some feats (SS, GWM), the need to enforce the 4 to 6 encounters per day to balance the various classes and their features. We accomplished a lot during those three weeks and if the diviner's portent had been broken even in normal adventure I would have done a house rule against it. Fortunately D&D is not about dueling. The diviner would simply be OP. These testing enabled us to see what would be strong, too strong, weak and too weak. We were not so far off the map. In fact we were almost right on spot on many things. If we accomplished this much with 13 persons, imagine what this forum can accomplish with its members... [/QUOTE]
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