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View Full Version : ;tl dr Tier 1/2 classes aren't focused enough to be balanced



eclipsic
2012-04-06, 06:55 PM
I've just posted my first base class revision (the fighter. Don't bother going to look if you've already seen Grod_the_giant's version; apparently, I was channeling Grod while writing mine) and I've had a minor epiphany (is that an oxymoron?) about the problems with class balance. Or, at least, one of the problems with class balance. And it's this:

A fighter (as an example of an ineffectual class) is defined by its role, while a wizard (or other effective class) is defined by its mechanic.

Essentially, that means that, even if a fighter is the best he is at his role, which is combat (or, in the case of my fighter, melee combat/battlefield control), he is mostly useless in other areas of the game. I think this was how D&D was intended to be played, originally, because being a member of a party was a fundamental part of D&D; you were only expected to excel in your bailiwick because you had companions that excelled in theirs and excused you from being useless outside of yours.

Originally, the wizard had a role, too, as the AoE blaster, but along the way, the wizard just somehow became excellent at everything. Spells stopped being special means that could accomplish some supernatural ends, and instead became everyday things that could accomplish anything; the wizard stopped serving a role and started becoming its mechanic. Now, a wizard doesn't have a role to fulfill, he simply has a mechanic by which he fills any role to which applies that mechanic. A wizard who needs to be a fighter casts fighting spells. A wizard who needs to be a sneak casts sneaking spells. A wizard....well, you get the idea.

I think, back in the day (and yes, I was around for the red boxed set, but I honestly prefer 3.5 to any edition in my 35 years of experience), wizards were balanced by their horrifying fragility. That d4 hit dice meant something when you literally couldn't cast a spell when an opponent was adjacent to you. Later on, you could try, but you always provoked an attack of opportunity (they weren't called that till 3E, though) and if it hit and did any damage at all, your spell was ruined. One archer with a readied action (or what passed for one in earlier editions) was all you needed to keep a wizard in check.

No, I'm not yearning for the bygone days of yore. I think 3.x did more for D&D than all other editions put together. What 3.x kind of lost, though, is a sense of belonging that party members felt, because they all knew they had a niche that only they fit into, and nobody else could fill it.

This is long and rambling, so I'll wrap it up. My point is this: perhaps we, as a group of people concerned with the future of our beloved game system, should come up with some ways to return to the idea of "party role" and move away from "class mechanic". I think "balance" would tend to follow. I don't pretend to have the answers, but I think I've asked a pretty good question.

And since I hate posing a question without having at least something in the way of an answer, here's my suggestion for moving toward a more role-oriented wizard: break up the wizard into different roles, much like the beguiler, dread necromancer, and warmage have already done. There's still room for a conjurer base class out there (I really like the summoner from Pathfinder), I'm actually really surprised there's no transmuter base class out there already and I think we even have enough spells now that we can make the diviner a passable build. And roles don't have to be built on schools: a "travel mage" would make a good base class.

Writing that, I realize that I crossed a bit from "role" to "theme", but the two aren't necessarily mutually exclusive.

Anyway, that's my 2 cp.

danzibr
2012-04-06, 07:09 PM
This is long and rambling, so I'll wrap it up. My point is this: perhaps we, as a group of people concerned with the future of our beloved game system, should come up with some ways to return to the idea of "party role" and move away from "class mechanic". I think "balance" would tend to follow. I don't pretend to have the answers, but I think I've asked a pretty good question.
Well, in my parties we already do this. Perhaps it's from playing WoW, but when making our parties we talk about what roles to fill and who does what. You do have an interesting point.

eggs
2012-04-06, 07:12 PM
I don't think OD&D Magic-users got any blasting spells until they became Thaumaturgists (ie. level 5). So I'm not sure how original we're going on this blasting paradigm.

I think you'd like 4e.

eclipsic
2012-04-06, 07:13 PM
That is so much nicer than I expected the first response to be. Nice avatar!

eclipsic
2012-04-06, 07:16 PM
I don't think OD&D Magic-users got any blasting spells until they became Thaumaturgists (ie. level 5). So I'm not sure how original we're going on this blasting paradigm.

I think you'd like 4e.

I'm not suggesting that all wizards be blasters, I'm suggesting that wizards be a blaster, or a necromancer, or a transmuter, or whatever...just not all of them at once.

Also, I really wanted to like 4E, but I tried three 4E campaigns before I gave up on it forever.

eggs
2012-04-06, 07:56 PM
I'm not suggesting that all wizards be blasters, I'm suggesting that wizards be a blaster, or a necromancer, or a transmuter, or whatever...just not all of them at once.
Oh, I agree.

If you're looking for homebrew, there are tons of DN/Beguiler/Warmage types drifting about.

A quick survey turned up:
Prime32's Wizard (http://www.minmaxboards.com/index.php?topic=2410) (basic utility spells+Warlock-style blasting), Summoner (http://www.minmaxboards.com/index.php?topic=3400) (summons) and Cleric (http://www.minmaxboards.com/index.php?topic=4082) (buffs, heals, aligned spells)
Arguskos's Savant, Summoner and Spellweaver (http://www.giantitp.com/forums/showthread.php?p=5207270) (Abjuration/Divination, Conjuration and Transmutation, respectively) and Rearranger (http://www.giantitp.com/forums/showthread.php?t=99314) (Transmutation)
The Demented One's Planeswalker (http://www.giantitp.com/forums/showthread.php?t=49583) (Conjuration)
GryffonDurime's Alchemist (http://www.giantitp.com/forums/showthread.php?t=49554) (Mostly Transmutation, but the spells wander all over)
The Glyphstone's Witch Doctor (http://www.giantitp.com/forums/showthread.php?t=60146) (Buffs and Curses)
Darth Stabber's Court Mage (http://www.giantitp.com/forums/showthread.php?p=5824387) (Abjuration/Divination) and Mutationist (http://www.giantitp.com/forums/showthread.php?t=106138) (Transmutatation)
The-Mage-King's Barrier Mage (http://www.giantitp.com/forums/showthread.php?p=9866726#post9866726) (Abjurations, Walls and Clouds)
Ghost Warlock's Shadowmage (http://www.giantitp.com/forums/showthread.php?p=4700555#post4700555) (debuff necromancy and shadow illusions)
Violet Octopus's Time Mage (http://www.giantitp.com/forums/showthread.php?t=93531) (divinations, Summons, teleports and speed/time-related buffs/debuffs)
PairO'Dice Lost's Oracle (http://www.giantitp.com/forums/showthread.php?t=105787) (Abjuration, and a huge hodgepodge of other spells)
Frog God's Seer (http://www.giantitp.com/forums/showthread.php?t=158308) (Abjuration/Divination) and Spellshifter (http://www.giantitp.com/forums/showthread.php?t=162170)(Transmutation)
DragoonWraith's Puppet Master (http://wiki.faxcelestis.net/index.php?title=Puppet_Master) (Transmutation and summoning)
RobbyPant's Oracle (http://brilliantgameologists.com/boards/index.php?topic=7683.msg254245#msg254245) (Abjurer/Diviner support), Purifier (http://brilliantgameologists.com/boards/index.php?topic=9803) (healing, buffing, positive energy blasting) and Elemental Mages (http://www.minmaxboards.com/index.php?topic=476.0) (various elemental themes)
Garryl's Medic (http://brilliantgameologists.com/boards/index.php?topic=12170) (arcane healing/defensive buffing)
dspeyer's Village Priest (http://www.giantitp.com/forums/showthread.php?p=9383721) (either Life- or Death- themed divine casting, modified with domains).

danzibr
2012-04-06, 09:06 PM
That is so much nicer than I expected the first response to be. Nice avatar!
Glad to provide a nice first response. And my avatar was done by my one-time DM, when I was playing as a Warforged Totemist.

This reminds me of a thread I started a short while ago (http://www.giantitp.com/forums/showthread.php?t=232729). You might not want to read the whole thing. In any case, I think magic is supposed to be really powerful, but as far as implementing it in a game, having mages be able to do absolutely anything... eh, well, that's what the other thread was about.

Prime32
2012-04-06, 09:08 PM
Oh, I agree.

If you're looking for homebrew, there are tons of DN/Beguiler/Warmage types drifting about.

Here's some I've done
http://www.minmaxboards.com/index.php?topic=2410
http://www.minmaxboards.com/index.php?topic=3400
http://www.minmaxboards.com/index.php?topic=4082

Darth Stabber
2012-04-06, 09:30 PM
Darth Stabber's Court Mage (http://www.giantitp.com/forums/showthread.php?p=5824387) (Abjuration/Divination) and Mutationist (http://www.giantitp.com/forums/showthread.php?t=106138) (Transmutatation)


Hey I contributed!

One of these days I am going to get around the conjurer version to complete the cycle, especially since this cycle is necessary for campaign world idea I have been working on.

However if you want one that is even less focused, may I recommend the Omnimancer in my sig. It is most likely high t4 or low t3 on a really good day.

shadow_archmagi
2012-04-06, 09:44 PM
Of course, that's for a given definition of balanced. One could just as easily argue that dividing the party up so they each excel in only one area effectively means that you're taking turns playing a single-player game, and that *true* balance occurs when almost everyone can contribute meaningfully to almost every problem.

eggs
2012-04-06, 09:47 PM
Here's some I've done
http://www.minmaxboards.com/index.php?topic=2410
http://www.minmaxboards.com/index.php?topic=3400
http://www.minmaxboards.com/index.php?topic=4082
Nifty. I'm seriously thinking about horking that wizard.


However if you want one that is even less focused, may I recommend the Omnimancer in my sig. It is most likely high t4 or low t3 on a really good day.
When I skipped ahead to look at the class features list, I did about 4 takes before I realized that what I was looking at was actually what I was looking at. That's hilarious. :smallbiggrin:

But I think you might be underestimating that thing. I'd call it a very high T3 for a player who knows Psionics and Incarnum well, unless I'm missing a reduced manifester-level progression or something.

TehLivingDeath
2012-04-06, 10:03 PM
Hey I contributed!

One of these days I am going to get around the conjurer version to complete the cycle, especially since this cycle is necessary for campaign world idea I have been working on.

However if you want one that is even less focused, may I recommend the Omnimancer in my sig. It is most likely high t4 or low t3 on a really good day.

Being into homebrew you're more than likely well aware of this, but still: Conjuration is tricky to balance in a specialized class (like the Dread Necro) because it's much much stronger than most other schools. Heck, a Wizard who could cast nothing but Conjuration spells could still easily dominate the field. He'd be able to do battlefield control, blasting, some debuffing... summoning alone is worth it's own class.

Darth Stabber
2012-04-06, 10:42 PM
Being into homebrew you're more than likely well aware of this, but still: Conjuration is tricky to balance in a specialized class (like the Dread Necro) because it's much much stronger than most other schools. Heck, a Wizard who could cast nothing but Conjuration spells could still easily dominate the field. He'd be able to do battlefield control, blasting, some debuffing... summoning alone is worth it's own class.

That is the issue that I am having with it. With PHB only, there is some mitigation, but it's still crazy town, even moreso with advanced learning (which I have a hard time not including given that it is something that all classes have in common). And without class features it just becomes a base for all the PRCs you can stack on it. My only thought is to get creative with omissions and increased spell levels on the spell list, which is going to be a very fine balancing act and feels like a bit of a con, but it allows for class features to be added without making balance sit in the corner and sob. And beyond that I am trying to figure out what features to give it. My current thoughts are give them some combination of familiar/imp familiar, augment summoning (because they're going to take it anyway), and some other ways to modify summons. Possibly even throwing Summon Natures Ally on the list along side Summon Monster.

With Mutationist, I included the polymorph sub-school, and let the chips fall where they may, and because of that the class is a bit stronger than it should be (so cheesable), and I probably need to drop the BAB to 1/2. I really think that the class needs polymorph for thematic reasons, it's kind of the Iconic effect type for the school. Luckily transmutation is more balanced until late levels.