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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is the multi-classing spell slot math so weird?
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="Sword of Spirit" data-source="post: 9853610" data-attributes="member: 6677017"><p>It's a bit of a risk, but not much since I can always say, "Whoops! Yeah that's not working out right is it?" ask for thoughts from the players and rework mechanics or abandon ideas if need be.</p><p></p><p>Feats aren't hard for me to balance, especially given how much imbalance there already is in just PHB feats (I'm using 2014). Had to fix some of those. Doing better isn't hard!</p><p></p><p>Classes and subclasses are harder and can take a lot of time. For Warrior-Mage, since it fundamentally isn't doing anything that isn't already things in the game we have experience with, balance is almost entirely about comparison to existing classes. I made 1-20 level by level comparisons with Eldritch Knight, Bladesinger, Valor Bard, and Swords Bard, as the most relevant comparisons. That way I could compare the major combat values directly, as well as do a more subjective assessment of the exploration/social based abilities. For subclasses that isn't as useful and it's more feels based. I made a Universalist mage, as well as a Spirit Domain cleric (mostly OA 1e shukenja / 3e shaman without the martial arts), a Unity Domain cleric (more Buddhist-inspired priest with the martial arts), five Elementalist Wizard subclasses designed to work for Wu-jen, as well as (if you ignore Wood) Al-Qadim and more general Elementalist. Our warlock patron "The Shadowed" took a lot of work because the player was heavily involved, and the end effect is it is more complex than PHB subclasses but feels very rich and interesting. I think I posted it on a thread here a couple months ago.</p><p></p><p>Subclass balance is all about any unique special abilities they get, since lists of domain spells or generic abilities all subclasses get (like a cleric's potent cantrip or divine strike) are already mostly a balance neutral choice (though certain spells interactions need at least casual thought). For the Shadowed, as complex as it is, there wasn't a lot of difficulty with power balance and the work was mostly about conceptually covering the ground of multiple connected ideas (shadows, death, misfortune/curses) in a satisfying way so that if a patron really only covered one of those, this subclass would still feel appropriate. For Universalist wizard, after some effort comparing previous editions, looking at UA articles for abandoned 5e concepts, and considering existing 5e mechanics that work with the themes we identified, it came down to not having a lot of reference points that provided good balance comparisons, so it's a crap shoot. We'll have to see how it works when someone plays it. It won't be overpowered, but it might feel weak. The wu-jen elementalists all have unique meta-magicish special abilities to mess with their spellcasting a limited number of times, which is really hard to work with. Those ones are likely to have unforseen issues that might pop up and need to be addressed.</p><p></p><p>Really, with enough experience, the balance issues aren't so much with what can be seen (can't not see some obvious imbalances in published materials), or how it directly relates to other existing options (usually I remember those), but in all the little rare interactions that might not be seen. Take this feat with it, or use that ability with this spell, etc.</p><p></p><p>The biggest downside is just that much of this stuff will likely never get used just because there won't be enough campaigns for that many characters to be chosen, so a lot of it was only creating material to fill theoretical holes. At least that has basically all been done by now and it's as-needed work going forward.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9853610, member: 6677017"] It's a bit of a risk, but not much since I can always say, "Whoops! Yeah that's not working out right is it?" ask for thoughts from the players and rework mechanics or abandon ideas if need be. Feats aren't hard for me to balance, especially given how much imbalance there already is in just PHB feats (I'm using 2014). Had to fix some of those. Doing better isn't hard! Classes and subclasses are harder and can take a lot of time. For Warrior-Mage, since it fundamentally isn't doing anything that isn't already things in the game we have experience with, balance is almost entirely about comparison to existing classes. I made 1-20 level by level comparisons with Eldritch Knight, Bladesinger, Valor Bard, and Swords Bard, as the most relevant comparisons. That way I could compare the major combat values directly, as well as do a more subjective assessment of the exploration/social based abilities. For subclasses that isn't as useful and it's more feels based. I made a Universalist mage, as well as a Spirit Domain cleric (mostly OA 1e shukenja / 3e shaman without the martial arts), a Unity Domain cleric (more Buddhist-inspired priest with the martial arts), five Elementalist Wizard subclasses designed to work for Wu-jen, as well as (if you ignore Wood) Al-Qadim and more general Elementalist. Our warlock patron "The Shadowed" took a lot of work because the player was heavily involved, and the end effect is it is more complex than PHB subclasses but feels very rich and interesting. I think I posted it on a thread here a couple months ago. Subclass balance is all about any unique special abilities they get, since lists of domain spells or generic abilities all subclasses get (like a cleric's potent cantrip or divine strike) are already mostly a balance neutral choice (though certain spells interactions need at least casual thought). For the Shadowed, as complex as it is, there wasn't a lot of difficulty with power balance and the work was mostly about conceptually covering the ground of multiple connected ideas (shadows, death, misfortune/curses) in a satisfying way so that if a patron really only covered one of those, this subclass would still feel appropriate. For Universalist wizard, after some effort comparing previous editions, looking at UA articles for abandoned 5e concepts, and considering existing 5e mechanics that work with the themes we identified, it came down to not having a lot of reference points that provided good balance comparisons, so it's a crap shoot. We'll have to see how it works when someone plays it. It won't be overpowered, but it might feel weak. The wu-jen elementalists all have unique meta-magicish special abilities to mess with their spellcasting a limited number of times, which is really hard to work with. Those ones are likely to have unforseen issues that might pop up and need to be addressed. Really, with enough experience, the balance issues aren't so much with what can be seen (can't not see some obvious imbalances in published materials), or how it directly relates to other existing options (usually I remember those), but in all the little rare interactions that might not be seen. Take this feat with it, or use that ability with this spell, etc. The biggest downside is just that much of this stuff will likely never get used just because there won't be enough campaigns for that many characters to be chosen, so a lot of it was only creating material to fill theoretical holes. At least that has basically all been done by now and it's as-needed work going forward. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is the multi-classing spell slot math so weird?
Top