Weapons need to have a bonus balanced with the size difference.
Like...
2-handed: d10 *base damage 1-handed: -1 size Finess: -1 size Reach (Warding Polearm): -1 size *with the current OA rules, reach needs something more. Range: -1 size *maybe Martial: +1 size *Simple weapons do not require proficiency. Improvised: -1 size (will break on a 1 or 20). Limited: +1 size *such as crossbows that take an action to load. Damage type: +0 *no penalty or bonus for slashing over bludgeoning types.
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.
There are definite ways to keep the damage somewhat balanced on a strict numerical basis.
Maybe not as bad as I was thinking, but any variations once they become Nx[W] as part of MDD intensify it considerably.
No, it doesn't. The difference is proportionally the same that it was. I liked the news. Now weapon choice can be important and balanced again. People always talk about the difference between 5d4 and 5d12. It is proportionally the same difference between d4 and d12. And properties are good.
Actually, if the weapon's damage die do not scale, it become useless.
There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something. I will try to explain this. A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy. In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them. The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes. This is something really hard to put in words, there is my best shot.
Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different. I've long advocated supporting both the Points of Light setting and settings full of magic items. I had some thought on one spellcasting system. Spoiler:Show
It is basically composed of three parts: 1. The Standard System: The standard system would be classic Vancian. Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels. Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition. 2. The Flagships The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems). Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition. With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere? 3. Modular Magic Systems And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc... Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines: “They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.” This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system. The good points: • Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that. • It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules. The bad points: • Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.
We should get rid of at-will cantrips. Spoiler:Show
Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes. First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless. Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.
Second: At-will cantrips go into the opposite direction of trying to balance casters. Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters? Third: At-will cantrips weaken the challenge of resource management. Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun. Fourth: At-will cantrips do not fit properly under every system. Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
If you're going to go through the trouble of trying to bring all weapons in line in such a way - would not keeping MD as d6s as they are now be an easier way?
It's not so much trouble and because each weapon achieves that median in different ways it makes weapons feel different without unbalancing things.
And that way Parry won't have to be adjusted either and all maneuvers "cost" the same amount in damage.
If maneuvers cost [w], then they do cost the same and Parry won' t have to be adjusted.
Actually, looking at the MDD charts, the fighters gets 6d6 MDD at 20th level which is median MDD of 18. That's only 3[w].
It seems to me that [w] will increase as follows: 1[w] Cleric 1-9, Wizard 1+ 2[w] Cleric 10-17, Fighter/Monk/Rogue 1-3 3[w] Cleric 18+, Fighter/Monk/Rogue 4-6 4[w] Fighter/Monk/Rogue 7-9 5[w] Fighter/Monk/Rogue 10+
They have, in fact, returned to the Fighter with Combet Surge (albeit only 1/day and starting at 11th level).
I didn't mean it wouldn't come back at all. I meant it's not going to return as something you do every round. Rollign twice once a day seems perfectly reasonable.
The conversation is easier if we use median values: d4=2.5 d6=3.5 d8=4.5 d10=5.5 d12=6.5
Let's make "6" the target median.
Averages are fine for math parties, but at the table people don't remember them. What we remember are all the times the 2h fighter killed the big guy in one strike.
What we remember are all the times the 2h fighter killed the big guy in one strike.
If the medians are balanced, the sword-n-dagger fighter can take the big guy down in one strike too. But if your friends prefer the swingier weapons (d12-.5 over d4+d6), that's a legitimate preference. The math, btw, is for design only. It should be invisible at the table, making most typical weapon choices equally valid.
There are definite ways to keep the damage somewhat balanced on a strict numerical basis.
Maybe not as bad as I was thinking, but any variations once they become Nx[W] as part of MDD intensify it considerably.
No, it doesn't. The difference is proportionally the same that it was. I liked the news. Now weapon choice can be important and balanced again. People always talk about the difference between 5d4 and 5d12. It is proportionally the same difference between d4 and d12. And properties are good.
Actually, if the weapon's damage die do not scale, it become useless.
The difference is up to 40 points of damage. In a game with BA that's unacceptable.
any variations once they become Nx[W] as part of MDD intensify it considerably.
As long as the benefits scale with level, it should be comparable.
So on my hastily proposed solution we have: [w] = 2d4+1 = 6 [w] = d6+d4 = 6 [w] = d8+1+.5 = 6 [w] = d10 + .5 = 6 [w] = d12 - .5 = 6
The trick then is just whether brutal and keen (and any other properties) are in fact worth .5 to the [w], and whether a shield is realy worth +1 to the [w].
Also, let's remember that the 20th level fighter's MDD is only 6d6. Assuming that scale is maintained, a 20th level fighter gets 6[w]. If the variation is only .5 per [w], then the difference you're looking at in 20th level is 3 or ½[w]. Given the damage levels being inflcited at 20th level, I think that variation is well within acceptable tolerances. It's the difference between 36 damage and 33 damage.
I don't think we need that. Properties make up for damage.
There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something. I will try to explain this. A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy. In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them. The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes. This is something really hard to put in words, there is my best shot.
Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different. I've long advocated supporting both the Points of Light setting and settings full of magic items. I had some thought on one spellcasting system. Spoiler:Show
It is basically composed of three parts: 1. The Standard System: The standard system would be classic Vancian. Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels. Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition. 2. The Flagships The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems). Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition. With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere? 3. Modular Magic Systems And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc... Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines: “They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.” This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system. The good points: • Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that. • It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules. The bad points: • Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.
We should get rid of at-will cantrips. Spoiler:Show
Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes. First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless. Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.
Second: At-will cantrips go into the opposite direction of trying to balance casters. Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters? Third: At-will cantrips weaken the challenge of resource management. Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun. Fourth: At-will cantrips do not fit properly under every system. Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
any variations once they become Nx[W] as part of MDD intensify it considerably.
As long as the benefits scale with level, it should be comparable.
So on my hastily proposed solution we have: [w] = 2d4+1 = 6 [w] = d6+d4 = 6 [w] = d8+1+.5 = 6 [w] = d10 + .5 = 6 [w] = d12 - .5 = 6
The trick then is just whether brutal and keen (and any other properties) are in fact worth .5 to the [w], and whether a shield is realy worth +1 to the [w].
Also, let's remember that the 20th level fighter's MDD is only 6d6. Assuming that scale is maintained, a 20th level fighter gets 6[w]. If the variation is only .5 per [w], then the difference you're looking at in 20th level is 3 or ½[w]. Given the damage levels being inflcited at 20th level, I think that variation is well within acceptable tolerances. It's the difference between 36 damage and 33 damage.
I don't think we need that. Properties make up for damage.
Right. Properties are how I intended to increase or reduce damage by .5 to even things out. That's what I wrote. (See the boldface I inserted.)