Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Balance is Bad
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 6239970" data-attributes="member: 58197"><p>The common refrain I'm seeing from the anti-balance folks is, "I should be able to make a character who sucks at combat and is awesome in social or exploration scenarios."</p><p></p><p>Worth noting, this is not actually an "anti-balance" position. It's an argument for changing the scope of balance, to balance across all three pillars at once instead of within each pillar. 5E is doing some cross-pillar balancing already. The rogue is better at social and exploration scenarios than the fighter but strictly worse in combat (slightly lower damage, significantly weaker defense). I would argue that taking this to extremes, where you build characters that are actually <em>useless</em> in combat and completely dominate somewhere else, is undesirable for the standard PHB classes, because it leads to situations where half the time Sneaky McRogue is sitting around doing nothing, and the other half everyone else is sitting around watching Sneaky do everything. If provided at all, this should be an advanced option in supplemental material.</p><p></p><p>(I do hope that we get at least a few options for "support" combatants, though--characters whose combat contributions don't involve dishing out damage. Someone brought up the idea of a "white mage" who only heals and buffs, never attacking. I think this is a great idea and I want to see it. Likewise, I'm a big fan of the control wizard who would never dream of dirtying his hands with bat guano, and the trickster rogue who distracts and confounds opponents instead of stabbing them to death. Such concepts are challenging to design, but IMO worth the effort.)</p><p></p><p>My own position is broadly in the pro-balance camp, but I do think 4E sacrificed too much in pursuit of the perfect combat balance. In particular, cramming every class into the rigid AEDU structure was a huge mistake. It created unnecessary complexity (fighters getting a dozen minor variations on "I hit it with my sword") and ill-served players who weren't fond of the AEDU mechanic. In traditional D&D, if you hate Vancian magic, you have the option of playing a noncaster or (in 3E) a spontaneous caster. In 4E, if you hate AEDU, you're screwed, or at least you were until Essentials. Fortunately, 5E seems to be doing much better at maintaining solid balance while preserving the diversity of class mechanics.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6239970, member: 58197"] The common refrain I'm seeing from the anti-balance folks is, "I should be able to make a character who sucks at combat and is awesome in social or exploration scenarios." Worth noting, this is not actually an "anti-balance" position. It's an argument for changing the scope of balance, to balance across all three pillars at once instead of within each pillar. 5E is doing some cross-pillar balancing already. The rogue is better at social and exploration scenarios than the fighter but strictly worse in combat (slightly lower damage, significantly weaker defense). I would argue that taking this to extremes, where you build characters that are actually [I]useless[/I] in combat and completely dominate somewhere else, is undesirable for the standard PHB classes, because it leads to situations where half the time Sneaky McRogue is sitting around doing nothing, and the other half everyone else is sitting around watching Sneaky do everything. If provided at all, this should be an advanced option in supplemental material. (I do hope that we get at least a few options for "support" combatants, though--characters whose combat contributions don't involve dishing out damage. Someone brought up the idea of a "white mage" who only heals and buffs, never attacking. I think this is a great idea and I want to see it. Likewise, I'm a big fan of the control wizard who would never dream of dirtying his hands with bat guano, and the trickster rogue who distracts and confounds opponents instead of stabbing them to death. Such concepts are challenging to design, but IMO worth the effort.) My own position is broadly in the pro-balance camp, but I do think 4E sacrificed too much in pursuit of the perfect combat balance. In particular, cramming every class into the rigid AEDU structure was a huge mistake. It created unnecessary complexity (fighters getting a dozen minor variations on "I hit it with my sword") and ill-served players who weren't fond of the AEDU mechanic. In traditional D&D, if you hate Vancian magic, you have the option of playing a noncaster or (in 3E) a spontaneous caster. In 4E, if you hate AEDU, you're screwed, or at least you were until Essentials. Fortunately, 5E seems to be doing much better at maintaining solid balance while preserving the diversity of class mechanics. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Balance is Bad
Top