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General Tabletop Discussion
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Hussar" data-source="post: 6248956" data-attributes="member: 22779"><p>Well, really, what can the player bitch about if the DM is following the rules?</p><p></p><p>Particularly if you're using inherent bonuses. Now, you don't actually need any plussed weapons, they don't actually do anything. There's no stat boost items, to speak of, so, that isn't something that is going to be complained about. There's no DM control over character abilities - it's not like you have to quest for a horse or find a teacher/trainer for new spells, so, that's out of the hands of the DM.</p><p></p><p>What's left? Speed of advancement I suppose. But as far as entitlement goes, what would be the point? Entitled to what exactly? In 3e and earlier editions, if you didn't have certain items, some encounters either became very difficult or outright impossible. An enemy which needed higher plussed weapons than you had was virtually unbeatable. So, it became a point to remind the DM from time to time that having that plus 2 sword wasn't just me wanting the new shiny but wanting something so I wasn't going to die if I met some critter.</p><p></p><p>Like I said, what's left? What could the players be complaining about? Par encounters? That would be very, very difficult to judge from the players side really. It's not like monsters have strict CR and advancing or lowering monsters is so easy that you, as a player, can't tell just looking at the monster, what the level of that monster is.</p><p></p><p>It's not like 3e where if you meet two trolls, you know, most of the time, that this is a EL 7 encounter. </p><p></p><p></p><p></p><p>But, again, this presumes that you play D&D as a world physics engine. Not everyone does that. To me, the mechanics are simply resolution mechanics and have no game world implications. They only apply to the PC's. Which makes world building a whole lot simpler and more robust. It's not like you actually play out the ten levels that that king has. You just whack on ten levels of whatever and that's the king. You don't engage the game mechanics at all. I'd argue that this is pretty much the way a lot of people design their campaigns.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6248956, member: 22779"] Well, really, what can the player bitch about if the DM is following the rules? Particularly if you're using inherent bonuses. Now, you don't actually need any plussed weapons, they don't actually do anything. There's no stat boost items, to speak of, so, that isn't something that is going to be complained about. There's no DM control over character abilities - it's not like you have to quest for a horse or find a teacher/trainer for new spells, so, that's out of the hands of the DM. What's left? Speed of advancement I suppose. But as far as entitlement goes, what would be the point? Entitled to what exactly? In 3e and earlier editions, if you didn't have certain items, some encounters either became very difficult or outright impossible. An enemy which needed higher plussed weapons than you had was virtually unbeatable. So, it became a point to remind the DM from time to time that having that plus 2 sword wasn't just me wanting the new shiny but wanting something so I wasn't going to die if I met some critter. Like I said, what's left? What could the players be complaining about? Par encounters? That would be very, very difficult to judge from the players side really. It's not like monsters have strict CR and advancing or lowering monsters is so easy that you, as a player, can't tell just looking at the monster, what the level of that monster is. It's not like 3e where if you meet two trolls, you know, most of the time, that this is a EL 7 encounter. But, again, this presumes that you play D&D as a world physics engine. Not everyone does that. To me, the mechanics are simply resolution mechanics and have no game world implications. They only apply to the PC's. Which makes world building a whole lot simpler and more robust. It's not like you actually play out the ten levels that that king has. You just whack on ten levels of whatever and that's the king. You don't engage the game mechanics at all. I'd argue that this is pretty much the way a lot of people design their campaigns. [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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