D&D 5E Why Balance is Bad

I hate to burst your bubble, but this is really not what Next is doing (thus far).

First, the despite all the claims of "bounded accuracy", there is no actual hard cap on anything.

Yes there is. Ability scores have a hard cap.

The difference between bonuses can go quite a bit further than just a +1 or +2. Skill expertise alone can give a +5 straight off the bat, for example.

And that is the max. But more importantly, bounded accuracy mostly pertains to attack bonus.

The bounded accuracy design really just means that ability scores can't exceed 20 (except when they do, such as with a belt of giant strength)

Yeah, and they range from rare to artifact level.

and that bonuses are capped at +6 (except when they're not). There's still a lot of bonuses around to snatch up if you know where to look.

Let's see it, and show me why they should stack.

Second, people think that "bounded accuracy" is intended to reduce flat bonuses. But that is only half the story. It does want to increase competency, but it does so through other means such as making more attacks, more damage, (dis)advantage, more actions, or other effects that bypass a straight + to a d20 roll.

That's still much easier to control. You can calculate odds and balance things much better, if you know the max bonus to a flat number. Rolling more than once doesn't bypass that flat number.

These two factors have combined to make specialists more powerful than ever. Because on the one hand, the bonuses aren't really capped that much, and on the other hand they can get new strange benefits on top.

I think the bonuses are capped quite a bit, nor have I found in actual play experience that the specialists are more powerful.

Let me give you an example.

It's entirely possible to make a Fighter 9/Paladin 6 who can't die due to hp damage. True, this is a level 15 character and that's pretty high level, but you couldn't do that in 3e or 4e to the best of my knowledge. And I don't mean "is kind of difficult to hurt", I mean "literally cannot die". Bounded accuracy is an experiment that will lead to some rather... interesting... places. (All based on the latest version of the rules as we know them, of course.)

Stating "let me give you an example" and then not providing the actual example (but just declaring it's so) isn't helpful. Demonstrate what you're talking about please.
 

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Yes there is. Ability scores have a hard cap.

(snip rest of post)

When I said "anything" I misspoke, I should've said "the total bonus". Apologies but I thought it was clear enough at the time. You will note, though, that I also pointed out the maximum on ability scores myself so it's not as if you didn't know that I knew.


I dislike the style of cutting up posts into tiny little fragments and responding to them as if they're all separate things, so I won't respond to each individual point in the same manner you did. About rare items, that is not the point. The issue is that bonuses are soft-capped, not hard-capped. And besides, rare items can be made pretty easily with a Wish spell for some minimal cost of needing to rest for a few days. Unless the game is non-stop racing against the clock, just sitting down and taking it easy for one winter means everybody can have all the rare items they want.

About the example, I'm sorry but I thought this was a well known issue by now. It pertains to the Fighter's Defy Death ability and racking up enough bonuses to make the save un-failable. (A natural 1 doesn't automatically fail on saving throws.) Using the Paladin's aura is the easiest way to accomplish this.
 

It's entirely possible to make a Fighter 9/Paladin 6 who can't die due to hp damage.

Technically true, but implementing this in practice is insanely hard. You have to get a total +14 to the roll. At 15th level, you've got a +5 proficiency bonus, so this requires Con 20 and Cha 18 or vice versa. So you're maxing out one stat and near-maxing another, neither of which is an attack stat for you, and multiclassing, and reaching 15th level, to do this... and then you get in an argument with your 15th-level wizard buddy, who hits you with disintegrate when you're down a few hit points. Hey, how's your Dex save? Neither of your classes gives you proficiency in it, and you certainly don't have any ability points to spare for boosting Dexterity. Better hope your paladin aura can save you, because if it doesn't, you're dust.
 
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Stating "let me give you an example" and then not providing the actual example (but just declaring it's so) isn't helpful. Demonstrate what you're talking about please.
9th level fighter Defy Death means that unless you are reduced to negative your total hp (and hence die outright) you get a DC 15 Con save to remain on 1 hp. At 15th character level you have +5 to that save, and (assuming 20 CON) can add +5 for stat and (assuming 18 CHA and 6th level paladin) you can add another +4 for stat. A 1 on the d20 +14 gives a minimum result of 15 ie autosave.

I should add: this is simply me working it out from Sage Genesis's initial post plus the playtest documents. I'm sure [MENTION=6706099]Sage Genesis[/MENTION] will correct me if I've got any of the details wrong.

EDIT: This character has, on average, 157 hp (rolled) or 164 hp (taking fixed values). To kill him/her outright if s/he is on 1 hp requires dealng 165 hp with a single attack. Is there any way of doing this much damage in Next (I don't know the monsters or spells well enough to answer this question myself)?
 
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I hate to burst your bubble, but this is really not what Next is doing (thus far).

First, the despite all the claims of "bounded accuracy", there is no actual hard cap on anything. The difference between bonuses can go quite a bit further than just a +1 or +2. Skill expertise alone can give a +5 straight off the bat, for example. The bounded accuracy design really just means that ability scores can't exceed 20 (except when they do, such as with a belt of giant strength) and that bonuses are capped at +6 (except when they're not). There's still a lot of bonuses around to snatch up if you know where to look.

Second, people think that "bounded accuracy" is intended to reduce flat bonuses. But that is only half the story. It does want to increase competency, but it does so through other means such as making more attacks, more damage, (dis)advantage, more actions, or other effects that bypass a straight + to a d20 roll.

These two factors have combined to make specialists more powerful than ever. Because on the one hand, the bonuses aren't really capped that much, and on the other hand they can get new strange benefits on top.

Let me give you an example.

It's entirely possible to make a Fighter 9/Paladin 6 who can't die due to hp damage. True, this is a level 15 character and that's pretty high level, but you couldn't do that in 3e or 4e to the best of my knowledge. And I don't mean "is kind of difficult to hurt", I mean "literally cannot die". Bounded accuracy is an experiment that will lead to some rather... interesting... places. (All based on the latest version of the rules as we know them, of course.)

I will wait to see what the published version is like. If it is as bad as you are making it out to be then WOTC has learned nothing from past failures and any hope of getting something that feels like D&D from them is gone.
 

Technically true, but implementing this in practice is insanely hard. You have to get a total +14 to the roll.

As Pemerton said, you need 20 Cha and 18 Con (or vice versa). You get +8 from ability score improvements due to levels, not counting racial bonuses (which typically is another +2). What you call "insanely hard" I call "trivially easy" or even "automatic" if we're using the standard array or point-buy. Admittedly this does mean that you can't get your Strength score up to such high levels, maybe a 14 or 16 or so depending on race. But thanks to the beauty of bounded accuracy that doesn't matter as much. The combination of spell slots, multiple Fighting Style bonuses, Divine Smite, self-healing, Action Surge, and martial path isn't too bad either. By the time you're level 20 you have one more attack per round than a pure Paladin would have but one less than a pure Fighter would've (as well as automatic advantage on all saving throws by level 19 if you keep advancing as Fighter). You can be quite effective on the offense as well defense and buffing, besides the whole immortality thing. All in all, not that bad.
 

I will wait to see what the published version is like. If it is as bad as you are making it out to be then WOTC has learned nothing from past failures and any hope of getting something that feels like D&D from them is gone.

I hasten to repeat what I said in the initial post that sparked this tangent:

"All based on the latest version of the rules as we know them, of course."

I make no claims about the final product here. It's all entirely possible that when Next is released it will be completely devoid of any such immortal crusader nonsense as I described.
 

As Pemerton said, you need 20 Cha and 18 Con (or vice versa). You get +8 from ability score improvements due to levels, not counting racial bonuses (which typically is another +2). What you call "insanely hard" I call "trivially easy" or even "automatic" if we're using the standard array or point-buy.

Oh, I don't mean you can't do it. But you're making some very painful tradeoffs to get there; those ability improvements could be boosting your Strength or buying you feats. And by 15th level, you're facing plenty of stuff that can kill you outright. If you get blood drained by a vampire, brain-munched by a mind flayer, or reduced to zero by a disintegrate spell, for example, Defy Death can't help you.

In any case, I'm fairly sure the lack of auto-fail on this save is an oversight that will get fixed by release.
 
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Why is balance being defined in terms of combat capability? It is possible to have a balance of mechanical effectiveness across PC builds without having all PCs be equally effective in combat - for instance, by having some be better at social conflict.
Indeed, it is possible. But I wasn't speciffically talking about combat capability - though most of the time balance remains inside that little box-, I was answering to your previously stated "how comparable mechanical effectivity precldues you from playing a concept"(or something like that), which I read as "everybody falls within this limited range of capability on area A, area b and Area C, nobody can deviate outside those ranges" and so I began saying that under that setup character concepts that require you to be bad at something and be better at something else aren't possible. -I started with sucking in combat to be good somewhere else because sucking at everything else in order to be an uber broken combatant is a munchkin thing, and sometyhing I don't care about doing-

I'm not sure what system you have in mind. The only edtion of D&D I know of where this particular build is possible is 2nd ed AD&D (using some priest variant) - in all other editions clerics, who are the best healers, are also at least passably effective melee combatants.
Indeed 2e rules in this respect, but you can also be bad at combat with almost any clase but the warrior group, and you don't even need the pacifist kit to be bad at combat. 3.5 also allows this kind of character in the early levels, a healer with maxed charisma and a pair of exalted feats (gotten via flaws) can heal almost three times as much as a cleric, however it needs a certain degree of DM goodwill at later levels to keep up -merely not sticking to 4 equal cr combats per day mantra and instead throwing more lower CR ones-

4e permits approximations to it via pacifist cleric builds.
Which proved to be too unbalancing and had to be errated to be less pacifist and less healer, now a days pacifist healers have to be controllers in sheeps clothing or they only slow down combat -or worse they eat away valuable surges before time-. Because the system is balanced on having four PCs constantly pounding at things, if one of them is only there not causing damage the whole thing falls over itself.

I don't entirely see how this is an argument against balance. If you're against balance, what does it even mean to say that the system "expects" a player to be mechanically effective to some or other degree?

The whole idea that I could trade down offensive capability in return for healing capability, and thereby remain a valuable contributor to combat, seems to rest on an assumption that balance of mechanical effectiveness is important and should be preserved acros builds.

Like I said, I'm not against balance, I'm just against balance with a reduced tolerance to outliers -see my previous paragraph- and that example is just the tip of the iceberg, on my very first 4e game I got healed to death!, because we had three leaders and only one of them was a warlord and at the time I didn't know that mindless healing could be bad for you.

I just want to know what this example has to do with anything. It's very easy to make a character who is bad at fighting in 4e - you put an 8 in their primary stat. Then as a bonus give them a weapon they aren't proficient with and no armour. In fact the only games I can think of where you can't play someone who's bad at fighting are Mythender, Feng Shui, and Wushu. And that's because they are about playing badasses - you might as well play someone who can't drive in a racing game.

On the "Put an 8 on primary stat", for starters it doesn't make you suck in combat, it makes your character unplayable -unless you are a lazy warlord-. On the "use no armor and fight without proficiency", that doesn't makes your character someone who is a bad combatant, not working on your defenses is borderline suicide and not giving your all sabotages the party, and since you still aren't better out of combat, you aren't carrying your weight. Certain characters on other editions -like the healer mentioned before, a priest of love, an utility sorcerer, a thief-cleric of thievery- have been genuinely bad at combat, they would give their all and take all of the same risks, not refusing to use the weapons they know, retaliate in self defense, but still be better off the frontlines and moreover giving a valuable contribution out of combat to offset their near uselessness on it.

What balance provides is information. It means you can't accidentally create someone bad at fighting. Is there anything wrong with the idea you can't accidentally create someone bad at something they are supposed to be good at?

I'm not against that degree of transparency (and like said before neither agaisnt balance), the problem is IN 4E EVERYBODY IS SUPPOSSED TO BE GOOD AT COMBAT, combat is so involved that nobody can get away with sitting out of it, 90% of a characters abilites are combat related, and a turn missed without attacking severely endangers the party, on previous editions you could spend a round of two setting up a backstab, buffing an ally, healing people, distracting, getting out of danger's way, but on 4e you are just wasting everybody's time if you don't do actual damage on your turn. The problem isn't balance, the problem is it being too narrow
 

I began saying that under that setup character concepts that require you to be bad at something and be better at something else aren't possible. -I started with sucking in combat to be good somewhere else because sucking at everything else in order to be an uber broken combatant is a munchkin thing, and sometyhing I don't care about doing

<snip>

Because the system is balanced on having four PCs constantly pounding at things, if one of them is only there not causing damage the whole thing falls over itself.

<snip>

Certain characters on other editions -like the healer mentioned before, a priest of love, an utility sorcerer, a thief-cleric of thievery- have been genuinely bad at combat, they would give their all and take all of the same risks, not refusing to use the weapons they know, retaliate in self defense, but still be better off the frontlines and moreover giving a valuable contribution out of combat to offset their near uselessness on it.

<snip>

IN 4E EVERYBODY IS SUPPOSSED TO BE GOOD AT COMBAT, combat is so involved that nobody can get away with sitting out of it, 90% of a characters abilites are combat related, and a turn missed without attacking severely endangers the party, on previous editions you could spend a round of two setting up a backstab, buffing an ally, healing people, distracting, getting out of danger's way, but on 4e you are just wasting everybody's time if you don't do actual damage on your turn.
What you say here about 4e doesn't really fit with my own experience of the system.

One of the PCs in my game is an invoker/wizard who has multiple Skill Training and Skill Focus feats, the Linguist feat, and the feat that boosts skill checks for rituals. At 24th level his typical damage from an attack power is around 20 hp. This is a character who is not especially strong in combat, and makes up for that through competence elsewhere - in knowledge skills and ritual ability.

It is also not uncommon in my 4e game for characters not to attack on their turn - not the strikers, obviously, unless they desperately need to second wind, but the paladin will often spend two actions positioning himself, and the invoker/wizard will often be doing something else with his standard action like dealing with a magical effect (eg trying to shut down a gate or take control of an automaton).
 

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