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General Tabletop Discussion
*Dungeons & Dragons
What official material is considered problematic to the point where it is not balanced and presents a problem?
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<blockquote data-quote="I'm A Banana" data-source="post: 6932284" data-attributes="member: 2067"><p>I've seen these rulings cause some dramatic shifts in the power of various strategies and builds. Generous stealth rules and permissive surprise make ambushes <strong>really good</strong>, and emphasize DEX and light armor, weakening the heavier melee characters. Using Perception more than Investigation during exploration similarly privileges WIS over INT and can skew characters to dump INT. Hand-juggling rulings can lead to crippling the action economy for various gish builds. These are pretty significant things that DM adjudication can make or break!</p><p></p><p></p><p></p><p>I'm not sure I'd agree with the assertion that there are principles of game design that transcend genre, or at least not without significant caveats. Ultimately, if something works at a table, it is working, and if something is busted at the table, it's busted. It doesn't matter if the thing that works at one table is busted at another or vice-versa as much. You can design things that are less borked at fewer tables, but there's no TTRPG system out there that will be completely unborked, always, for everyone who plays.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6932284, member: 2067"] I've seen these rulings cause some dramatic shifts in the power of various strategies and builds. Generous stealth rules and permissive surprise make ambushes [B]really good[/B], and emphasize DEX and light armor, weakening the heavier melee characters. Using Perception more than Investigation during exploration similarly privileges WIS over INT and can skew characters to dump INT. Hand-juggling rulings can lead to crippling the action economy for various gish builds. These are pretty significant things that DM adjudication can make or break! I'm not sure I'd agree with the assertion that there are principles of game design that transcend genre, or at least not without significant caveats. Ultimately, if something works at a table, it is working, and if something is busted at the table, it's busted. It doesn't matter if the thing that works at one table is busted at another or vice-versa as much. You can design things that are less borked at fewer tables, but there's no TTRPG system out there that will be completely unborked, always, for everyone who plays. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What official material is considered problematic to the point where it is not balanced and presents a problem?
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