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Switch to Forum Live View Combat improvisation and the 'boring' classes
6 months ago  ::  Dec 18, 2012 - 8:22PM #11
BlackKnight1239
Date Joined: Sep 22, 2006
Posts: 1,311

Dec 18, 2012 -- 8:17PM, penandpaper2 wrote:

Dec 18, 2012 -- 6:39PM, GEBELL wrote:

Dec 18, 2012 -- 5:44PM, penandpaper2 wrote:

I suggest they not try to balance the classes so much.  And if they insist on balancing them, make the wizards weak as hell the first 6 levels.  Make the fighters much stronger than them.  Then have the roles reversed in the later levels.  This way it forces people to play as a group, not the "look at me and how great I am show."

I mean did you see the thread started on the new packet?  Apparently, every class is ruined or boring or needs to do everything every other class does plus more.  All skills and feats are pointless, overpowered, or underpowered.  And best of all, the (direct quote here) "magic items are like homework."  

Yell

 




I think relative class balance is important for the game (as in attracting and keeping players).  It is very frustrating as a DM to have player balance imbalance.  It makes it difficult to understand challenge difficulty and to keep the players having fun at the table. 

You don't want some players feeling bored and frustrated for 6 levels (especially because if that's the case the game won't last that long as people quit) - and the DM will struggle to create stories that keep people engaged even where there is huge imbalance.

Also, I can't imagine the nightmare of balancing challenge difficulty without some sembelance of character balance.  What's a challenging encounter for 5 10th level characters suddenly depends on class makeup, and that class makeup effect changes for each and every level. 
D&D Next can't be a game that's only playable by DMs with years and years of experience. 




I would like to point out that 4e, which is probably the most class "balanced" out of all editions, has incredible disparity.  Have one player min/max a ranger or other striker, and then have another player try to play a concept druid.  Have you ever seen that?  I have, and it is not balanced.  Get them up to 8th level, then the gap grows as wide as a canyon.  But you know what?  It was still fun and both players enjoyed their characters.

I would be curious if others have had that experience or if all players at the table had to be balanced in order for the game to be fun. 




How are you saying the two characters are unbalanced? Based on their DPR? Like, of course the optimized striker us dealing more damaging and killing things better than the Druid; an unoptimized one would be doing the same. But put in a situation where control powers are needed (several monsters that outclass the party, massive about of minions, powerful ranged enemies) the Druid is going to shine, unless you outright nerfed the character.

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6 months ago  ::  Dec 18, 2012 - 8:28PM #12
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143
Is a +8 difference to hit unbalanced.  I bet if the designers told everyone here that there was going to be a +8 difference between two classes at 8th level, people would say the sky is falling.  Is dealing three times the damage unbalanced.  Add on top of that movement capabilities during combat and you have a trifecta. 

Yes, you are right.  The concept druid does have controlling powers.  But, you don't have to purposefully nerf them.  Maybe the concept calls for having rabbits as your pet and not a bear.  Maybe you are a wall person, and simply love to create them.  Control things?  Sure.  Balanced?  Not even close.  At least according to the definition of balance I've read over the past 500 pages on this forum.
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6 months ago  ::  Dec 18, 2012 - 8:45PM #13
LadyBlackwell
Date Joined: Oct 5, 2012
Posts: 226
To get slightly back on topic:

My group doesn't generally allow actions that aren't codified by rules.  Houseruling in itself is an absolute no-go.  Therefore, playing mother may I with the DM for flavorful and interesting actions not presented in the rules is an an absolute impossibility.  Even if it were allowed in my group, effectiveness would be determined on how thorough the explanation of the surroundings is and how creative the player can be.  I feel it's not a good means of balancing characters.
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6 months ago  ::  Dec 18, 2012 - 8:55PM #14
Silverque
Date Joined: May 26, 2012
Posts: 316

Dec 18, 2012 -- 8:17PM, penandpaper2 wrote:

I would be curious if others have had that experience or if all players at the table had to be balanced in order for the game to be fun. 




I think it is really only a sore spot for the stragy folks that don't realise min/maxing will always happen and will always make sure things aren't balanced in the end.

Well that and people that don't realise you play D&D as a team.

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6 months ago  ::  Dec 18, 2012 - 11:25PM #15
mestewart3
Date Joined: Feb 17, 2010
Posts: 674
Except that in earlier editions you didn't need to min/max at all for a caster to outshine a figher or a rogue.  The Caster could do the fighter and the rogues jobs for them and still have the magical resources to do the more classically wizardly things without any sort of optimization.

What you seem to be forgetting is that we had to fight tooth and nail to get to the acceptable balance of 4e. 
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6 months ago  ::  Dec 18, 2012 - 11:32PM #16
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813

Dec 18, 2012 -- 7:00PM, strider13x wrote:

I feel to much emphasis is put on class and feats and skills when more should be on abilities and what can be accomplished with them. Rouges taunt? Try Charisma taunt, and rouges get bonus do charisma. Fighters cleave? Strength cleaves and fighters get XD to strength maneuvers. Clerics aid? Wisdom can aid and clerics get bonus to wisdom maneuvers.

Also listing examples of direct ability challenges can accomplish.  CHA v INT (bluff). STR v WIS (intimidate). Simplified examples but instead of adding feats that have to be selected, add examples with possible penalties to accomplish so anyone can attempt but certain class can excel at them.




Can I use intellect or instinct (Int/Con) to sense the presence of magic.. the latter to better feel like Conan.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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6 months ago  ::  Dec 19, 2012 - 5:38AM #17
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 804
Actually, I think the extra actions for improv are a great idea.  Certainly I like it better than having to learn maneuvers to do anything interesting in combat, as that just brings us back to looking at our character sheets instead of our creativity and our minds' eye view of the battlefield.  I prefer the extra action that does not do damage to giving up your weapon damage but adding your MDD/B too, expalin to me how pulling a rug out from under the goblins does 41 points of damage, even if you're 20th level?  I think a table somewhere in the PHB (not the DMG, stupid page 42 being in the wrong book so nobody used it) that listed various effects you could accomplish with various ability checks, in a "guidelines/suggestions, you must come up with an in-world explanation for why this is working and may do other things if they make sense" sort of way, would really help the DM may I bit a lot of people complain about.  The hard part would be balancing out the monsters when the martials are throwing around so much control.  Opposed rolls are a joke, and if the fighter is constantly proning/blinding everything in sight while the rogue is constantly taunting/feinting/etc then the monsters are never going to get a chance to act.  Any ideas?  Maybe off-action improvs suffer disadvantage, so at least you'll only succeed like 60% of the time instead of 80?  Not enough...

Will save vs condescending, balance misunderstanding, edition warring trolls: passed. 
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6 months ago  ::  Dec 19, 2012 - 7:27AM #18
mellored
Date Joined: Jul 8, 2008
Posts: 19,521
This doesn't solve the problem of "dirt, attack, dirt, attack, dirt".  It just accelerates it.

Thats said...  i'm all for improv.

Improvise Maneuver (free to all martial classes):  At your DM's discretion  you can spend one or more martial damage die to pull a stunt, such as flipping a table over for cover, or pulling a rug out from beneath enemies, or cutting a rope that holds the chandler.  More complex or time consuming maneuvers may take more then 1 die.

Examples:

1 die:
Flip a small table over for cover.
Smash a window.
Cut a light rope.
Operate a large switch or lever.

2 die:
Pull a small carpet out from under someone.
Cut a heavy rope.
Flip a medium table over.
Operate a small switch or lever.

3 die:
Cut a light chain.
Flip a large table over.
Operate an intricate switch or lever.

4 die:
Cut a medium chain.

5 die:
Cut a heavy chain.
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my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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6 months ago  ::  Dec 19, 2012 - 3:52PM #19
ElricLikesFighting
Date Joined: Aug 18, 2007
Posts: 146

Dec 19, 2012 -- 5:38AM, powerroleplayer wrote:

I prefer the extra action that does not do damage to giving up your weapon damage but adding your MDD/B too, expalin to me how pulling a rug out from under the goblins does 41 points of damage, even if you're 20th level?



I guess the assumption for those using martial damage dice with a stunt, is that if successful you are doing more than just tripping a bunch of goblins by pulling a rug out from underneath them, like pulling the rug with one hand while attacking with your sword, or that 6d6 damage spread across 4 or 5 goblins is ony 1d6 or so per gobling, which isn't as ridiculous for the maximum of human potential.


But your concern does make a good case for making stunts an extra action or effect that you can perform in addition to a weapon attack. I like the idea of a weapon not being required (the swinging on a chandeliere trick), but it's not crazy at all to want a weapon or some other attack to be required to damage as well, and the chandeliere trick works equally well as an unarmed attack in addition to a stunt.


As for the imbalanced difficulty of opposed checks or saves, I agree, something needs to be done. But save DCs are one of my biggest complaints about the math of the game. A 20th level wizard will have a save DC of 20 as well, I don't think that's a good thing at all. But I guess if the wizard has a DC 20 save, it's not terrible to make it equally difficult to avoid being blinded for a round because the fighter has knocked your helm askew, or not fall when that 20th level kicks your feet out from under you after knocking you over the head with a mace. I hope feedback will highlight these issues to the designers, but who knows, perhaps most people don't care.

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6 months ago  ::  Dec 19, 2012 - 4:11PM #20
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 804
To my mind the the issue with high DCs (/opposed rolls) isn't that they can't make sense or aren't balanced against the wizard, but that they just put too much control on the player side of the screen.  4e had this problem with everyone grabbing powers with control riders: the monsters are always dazed/prone/immobilized/blinded, so they're never fighting at full strength, so you need twice as many of them to put any fear in your players.  When it's just the wizard throwing down single target control, maybe some multi-target on dailies or light multi-target on encounters, it's fine; when everyone is throwing down control, it's a problem.  

As to the dirt/attack/dirt/attack cycle, at least it's a marginal improvement over the attack/attack/attack/attack cycle, and no worse than the attack+dirt for MDD/repeat cycle.  I think it would be reasonable to put a restriction that you can't use the same trick twice, or at least that subsequent uses suffer a penalty to opposed rolls.   Once they've seen you throw some dirt, they're going to be on the lookout for you to try it again.  Stop standing under chandeliers, etc.  This would not only break the cycle but encourage people to look beyond the list in the "improv attacks" table and really engage with their environment.  My problem with trading damage for this stuff remains the same - until there's a dramatic change in monster HP, damage will be the better call 90% of the time.   
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