Mistwell
Crusty Old Meatwad
LoL.
Seriously?
He's new, and only here because he had a bad experience on the WOTC boards because the mods came down on him over something.
LoL.
Seriously?
Yes, this thread is sad. No wonder the first one got locked on WotC.So sad.
I've seen many people complain about too many options (option bloat), because too much variance can upset balance, and it usually does (but it doesn't have to). However it is actually the same issue, most editions of D&D have little tolerance for variance on their balance, they just choose to privilege one or the other, or just take the ball and run with it:
I liked your post and mostly agreed with it - but I wanted to pick up on this bit and add something to it.Earlier editions used "balance over the campaign" for some of it's balance. Fighters were better at low levels and became stronger in a steady fashion. Magic users were weak at lower levels but gain their strength at later levels. This is fine if your fans all run long multilevel campaigns from level 1 to level X but does not appeal to anyyone else.
Gary Gygax said:Magic-use was thereby to be powerful enough to enable its followers to compete with any other type of player-character, and yet the use of magic would not be so great as to make those using it overshadow all others. This was the conception, but in practice it did not work out as planned. Primarily at fault is the game itself which does not carefully explain the reasoning behind the magic system. Also, the various magic items for employment by magic-users tend to make them too powerful in relation to other classes (although the GREYHAWK supplement took steps to correct this somewhat).
...
The logic behind it all was drawn from game balance as much as from anything else. Fighters have their strength, weapons, and armor to aid them in their competition. Magic-users must rely upon their spells, as they have virtually no weaponry or armor to protect them. Clerics combine some of the advantages of the other two classes. The new class, thieves, have the basic advantage of stealthful actions with some additions in order for them to successfully operate on a plane with other character types. If magic is unrestrained in the campaign, D & D quickly degenerates into a weird wizard show where players get bored quickly, or the referee is forced to change the game into a new framework which will accommodate what he has created by way of player-characters. It is the opinion of this writer that the most desirable game is one in which the various character types are able to compete with each other as relative equals, for that will maintain freshness in the campaign" (from the Strategic Review #7, in 1976).
I think it appeals to someone else. It appeals to someone who's running a campaign of indeterminate length. If you don't know where your campaign is going or how long it will last, if you don't know how long your character will be played, or that he will survive to high levels, then playing a primary caster creates an interesting risk assessment in this context.Earlier editions used "balance over the campaign" for some of it's balance. Fighters were better at low levels and became stronger in a steady fashion. Magic users were weak at lower levels but gain their strength at later levels. This is fine if your fans all run long multilevel campaigns from level 1 to level X but does not appeal to anyyone else.
I guess bloat is relative, I don't mind twelve basic ways to make an archer, maybe because I'm not interested on building a generic archer, but speciffic flavors of character from different archtypes that also happen to be good archers. In this point I guess taste and playstyle make a big difference. (And I consider 3.x MCing an invaluable tool that allows organic growth and development of characters that is impossible to replicate otherwise)This is really the crux of it. Option bloat. If a player has 12 ways to build the same character concept some of those options inherently look worse than others. If a player has 2 ways to build a character concept one will still look worse but it is at least clear to the player what they are buying. If you want to build an archer character. There are at least 12 ways to do it in 3e, different character classes multi-classing, prestige classes, feats, (zen archery), spells, etc. it is daunting even if using just core. I think fewer solid choices creates less buyers remorse. Also less hard coding of options creates less remorse.
Example: class features that are set up as at level x you get x ability vs at level x select from a list of abilities.
I think 3e multi-classing also sets up option bloat. Especially if you have 30 classes and 200 prestige classes. Limiting in this area is where I think 5e should improve. Optional feat system and selectable class features.
So limit options and balance (less optimal choices) becomes less an issue.
(And personally I'm with those who don't understand how comparable mechanical effectiveness preclues the playing of a character concept.)
But I don't see many of the contemporary critics of balance grounding their criticism in this sort of play - ie that having unbalanced options creates an opportunity for skilled players to strut their stuff. It seems to be more in terms of "playing a character concept", which to me is more of a 2nd ed AD&D thing. (And personally I'm with those who don't understand how comparable mechanical effectiveness preclues the playing of a character concept.)