D&D 5E Why Balance is Bad

given the genre expectation of D&D, based on Appendix N in the original books, I don't think a character who can't contribute anything in combat is part of the basic paradigm
I agree with this.

There are class based games which don't do that, Rolemaster for example. There you could get a character whose abilities increase every level, but who doesn't put anything into advancing their weapon skills or "hit points" - I can't remember the term RM uses, pemerton will know it.
Body Development is the skill that raises your concussion hits. It is very expensive for many classes (especially primarily magic-using ones) and I've played games in which the mid-teens or higher level mages have only 15 or 20 concussion hits, while the fighter-types have between 100 and 200.

There are two ameliorating factors here:

(1) RM concussion hits aren't strictly comparable to D&D hit points, so when you get to zero you are unconscious but far from dead (there is a negative CON buffer, which for the typical PC will be 80 or more, and even if you start dying there is plenty of time to intervene and save in various ways before you actually die from blood loss and/or shock). At high levels, it is nothing to lose 30 to 50 concussion hits from a single attack, so for most casters it is not worth paying to develop Body Development, as any hit will still drop you unconscious.

(2) The main threat to life in RM is from crits, which concussion hits do not in general protect against. The main defence against crits is a good defence so you don't get hit, and crit reduction. Casters can use spells to buff themselves in both respects.​

Neither factor changes the fact that, in melee, even a high level caster will generally not be able to beat a typical town guard. At best s/he can use defensive magic to avoid being defeated. It's quite different from D&D.
 

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rules for playing in teams of non-standard adventurers or even non-adventurers could be something that gets brought up in a Dragon article or even a splat if enough people ask for it.
The closest thing I remember to this in classic D&D is the all-thief party, which plays quite differently from standard D&D (and is especially fun for city adventures).

That said, the "thieves" I'm remembering were of course all demi-human multi-classes (which reiterates [MENTION=22779]Hussar[/MENTION]'s point upthread).
 

Our experiences differ somewhat. I did see lots of multi class characters, including wizard/thief but saw plenty of straight up thieves as well. Just one minor point, in 2E thief was not unlimited for all races, only for humans. Dwarves, elves and half elves cap at 12, gnomes at 13 and halflings at 15. If you are using the optional rule allowing demo humans with exceptional scores in prime stats then those can go a bit higher.

Am I confusing that with 1e? I know thieves were unlimited in all races in one of them.
 

Did a bit of hunting around. Holy crap, they buried the racial level limits in the DUNGEON MASTERS GUIDE in 2e. I totally did not realise that. We always assumed, I think, that the level limits were the same between editions. I don't think anyone bothered to actually look them up. Wow, now there's a really poorly organised couple of books. Sheesh.

But, in any case, limits of 12-15th aren't really limits in 2e IMO. Certainly not for our groups which never got beyond those levels. By that point, your group was pretty much bigger than anything around, so, anything higher than that was just gilding the lily.
 

Am I confusing that with 1e? I know thieves were unlimited in all races in one of them.

That is a possibility. I know the rules for thieves are bit different in 1E. Maybe it is an edition thing too. 2E released a core phb in 89 but they ygleased the black phb in the mid-late 90s, and there were some minor differences in it (and i lost my black phb years ago). But according to my 1989 2E phb and dmg (the level limits themselves are in the dmg) those are the limits for demihumans.
 

Did a bit of hunting around. Holy crap, they buried the racial level limits in the DUNGEON MASTERS GUIDE in 2e. I totally did not realise that. We always assumed, I think, that the level limits were the same between editions. I don't think anyone bothered to actually look them up. Wow, now there's a really poorly organised couple of books. Sheesh.

ly.

They did that for a reason. It says in the phb racial limits entry to ask the gm. They put it in the gm book so players wouldn't make their decision based on that information, i believe. I think itwas essentially to discourage min-maxing on that point (multiclassing was one of the areas of the game yiu saw the most min/maxing).

there are a lot of things buried in the book. For example, in the phb there is an entry way toward the secondhalf (and no where you would expect to find it) for the default chances for non-thieves trying to use some of the thieves skills (they don't do not have all of them, but they do have the ones that might comgup for other classes),
 

But, in any case, limits of 12-15th aren't really limits in 2e IMO. Certainly not for our groups which never got beyond those levels. By that point, your group was pretty much bigger than anything around, so, anything higher than that was just gilding the lily.

I agree it isn't too big of a cap, but just wanted to clarify the point about them. The racial level limits were more about balancing the races than the multi-classed characters. Personally i never had much of a problem with multiclass characters because they had other restrictions and difficulties that I felt balanced them but i did have a player or two who disagreed on that point. That said, i still saw plenty of high level thieves who were not multiclassed. Part of that may also have been a group thing. People didn't set out to make gimped characters, but min-maxing for its own sake was frowned upin by most of the players i knew. So if you did take the elven wizard/thief, it was supposed to be to realize the character, not because you had crunched all the numbers and found that was your best mechanical option.

But overall, i found 2E a pretty balanced system for what I needed. I had more balance issues in 3E than 2E (mainly due to the new multiclassing rules---which i actually liked, but they did open up unexpected combos). With 2E your optimization choices were a bit limited, and everyone knew what they were. I still really enjoyed 3E, but i found i needed to be much more aware of the player styles in my group. I was fine running games with optimized characters, but encountered more of a spit among players on that point, and found expectations really baried. Sl if it was an issue, i might have to do more as a gm in 3E (at least in my experience) to balance things out. The more familiar i became with the system, the easier that was to do.

PS EXCUSE THE TYPOS. SPOON FINGERS AND IPAD NOT MIXING WELL TODAY.
 
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But, do you not see why that might not be fun for other people? If you weren't having fun, would you be stuck playing that character or would the DM let you switch it out? To me, I'd be turning to the DM and having some pretty strong words about why he was wasting my time. Why one earth would you start a campaign and not know what the campaign was about. Sheesh, everyone else at the table was on the same page.
No, everyone else at the table was lucky. As I recall, one player ended up creating a rent-a-cop who worked in mall security, and ended up fighting monsters more effectively than my comedian. That's not a purpose-built character, just one that happened to be better suited to the situation that he ended up getting thrown into.

How a DM/GM prepares his players for a campaign is a pretty deep and diverse topic, but I often (and other DMs often) try to avoid the players metagaming by not telling them what the game is about. Since people usually don't know these things, characters don't either.

My briefs for my modern campaigns often read something like "make two characters, level 3-5 or so, roll up some ability scores, and have them do whatever you want". My briefs for D&D might be a little detailed; I gave out something like "make level 1 characters with X ability scores and Y gp and include in their background a reason for being in (either through travel or by residence) small town Z". Conversely, if there is a theme that the characters would need to adhere to, I might give specific guidelines on qualifications the PCs need to meet to be selected to a special forces team for a particular and known mission. It depends on the campaign.

I could imagine why a person might not enjoy being in that situation, but I don't think their dissatisfaction would reflect a justifiable criticism. Naturalistic character creation allows for an emergent play experience. Just as there are many genre fiction examples of characters getting thrown into circumstances for which they are not ready, it is a perfectly reasonable paradigm for a roleplaying game.

In a D&D context this can lead to dramatic effects. Witness one example where I told the players to make characters for desert exploration, but that was just a prologue before they were relocated to an undead-filled keep. The player who happened to make a positive energy-based cleric really lucked out. He had no idea he'd be facing any undead, but there they were, being vaporized by enhanced turning and maximized cure spells left and right. Conversely, in another example the same player makes an fire-based evoker for an undifferentiated campaign, and finds combat rare and enemies frequently resistant to his effects and rarely coming in groups as he would like. His main spell throughout the campaign is magic missile, and his main contributions are knowledge checks. Tough luck, one might say. But he and the others were fine in both cases.

As one player put it to me recently (the one who has now been excluded from not only one but almost two complete sessions without any participation whatsoever), as long as the story is engaging the contributions of the character are secondary.

I'm not sure if by "modern" you mean "recently designed" or "set in the contemporary era". I think the latter?
I mean modern settings yes.

It seems exclusive to fantasy-not even other genre fiction-the idea that different subgroupings of characters should all be equally adept at combat. Which is very odd to me.

As [MENTION=22779]Hussar[/MENTION] already pointed out, many RPGers (perhaps even a majority?) do not play the game simply to experience "being there". They want a more proactive role in the game. D&D has traditionally been aimed at those players (2nd ed AD&D was something of an exceptin). It is therefore simply not feasible (in market/commercial terms) for D&D to be designed without having regard to the mechanical capacity of different PC builds to influence the game.
I don't know about "traditionally", but as I put it, the evolution of D&D as I see it has been away from player-centric metagaming and more towards world simulation, immersion, and strict in-character roleplaying. I find it unlikely that "many" strong dissenters from this paradigm exist, but if there are I would suggest that they try another game.

As you like to point out, there are many that suit those needs. The language "metagame mechanics" is telling; in D&D mechanical elements that divorce the player from his character are "meta" or outside of, the game itself. However, in a system that does not adopt player=character as a baseline assumption (say, Cortex+), they are not metagame, they can be a part of the game.

The solution to not being "forced into a box" by your class abilities is, really, not to play D&D or any of the other class-based games where your character's abilities automatically advance in a way that boosts their combat skills.
True. But it also suggests to me that D&D should eventually be one of those games, as the progression of D&D has been from dungeoncrawling with a heavy wargame influence towards generic roleplaying. That's why we went from 2e multiclassing to 3e, for example, it's about breaking that box I'm describing.

I'll note that D20 Modern is one of those games, even if you are a Charismatic Hero your BAB and hit points advance regardless of your wishes.
A fair point. One of the flaws of d20 Modern, IMO, is that it hews too closely to D&D traditionalism, and fails to realize all the possibilities that the d20 system has to offer.

Though given the genre expectation of D&D, based on Appendix N in the original books, I don't think a character who can't contribute anything in combat is part of the basic paradigm. And perhaps should not be, though that's an entirely separate discussion.
I don't know about that. I've often had players who see combat as something of a chore, an obligation to be added on after they finish their character. I often read genre fiction where combat skill is secondary to the point at hand. Maybe the original books do use that conceit, but I don't think that people playing the game today do.
 
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I prefer if every character has the opportunity to be useful in every combat*, and to shine in some combats. Preferably, different PCs will shine in different combats.

For example, if the wizard is good at clearing the goblins with the fireball, the rogue is good at taking out the wizard in the backlines, and the fighter is good at "dueling" the storm giant. But all can contribute _some_ reasonable baseline to every combat, even if they don't excel at it.

* Note that opportunity leaves open the possibility that someone will choose not to take that opportunity. The fighter with no Strength and wizard with no combat spells can exist, for those who want them, though I sincerely hope the system has enough guidance to steer new players away from doing them accidentally.

This is pretty much what I'd like, too: the support of the game in making a character that is NOT a combatant (or explorer, or face).

I think that one of the best ways to enable that is to shorten encounter time in general, alongside of using the Three Pillars together in longer encounters, so that when those noncombatant characters are present in a combat that isn't a major scene don't have to spend that much time on it, and that those who are present in an encounter that IS a major scene have a way to contribute that isn't fighting.

4e Skill Challenges don't support that very well out of the box, due to their ability to have any skill contribute to success if the DM permits it, and their binary pass/fail check results, which allows any character to be good at any kind of challenge with a little bit of effort/luck/DM hand-holding. That's an example of what I, personally, don't really want: every character automatically contributing equally to every kind of challenge.
 
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Am I confusing that with 1e? I know thieves were unlimited in all races in one of them.
In 1st ed AD&D all races are unlimited as thieves except half-orcs, who are capped at level 8 (and, given the way the charts work, I imagine less than that if DEX is below the racial max of 17).
 

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