strangebloke
2022-04-13, 02:32 PM
Discussions are hard. Optimization levels vary, some people have feats, some don't. Some allow multiclassing, some don't. There are other considerations like how many encounters per day, and how many short rests per day, and how many magic items get put out, that really change the shape of how a campaign plays out. For this reason most discussions fixate on pure numbers. AC, +attack mods, hp, and DPR. But this is obviously limited. Nobody who cares about optimization actually thinks a bard with 15 AC is a weak character, right?
What I try to do, is think about what conditions a character might be strong, or weak in, and characterize them. Players can then think about how this translates to their own campaign, and how strong their character concept will be at the table they actually play at. For example, if a character is bad at using randomly generated magic weapons, a player can say, "oh, our DM gives out tailor-made items. Not an issue." Here are what I view to be the best questions to ask:
"does this character do well at single-target control/damage? Can they enhance the damage of others?"
"how resilient are they against attacks, explosions, (high damage dex saves) and save-or-sucks? Can they make others more resilient against these things?"
"does this character do well at crowd control"
"how well does this character perform in exploration/social challenges"
"how well does this character make use of random magical loot? What about tailored magical loot?"
"how does this character's performance change if they have many encounters without a long rest? What about if they get no short rests?"
"can this character do a ton in a short period of time if needed?" (aka 'nova potential.')
"how well does this character perform at different levels?"
"are there any situations or counterplay where this character will not be able to do what they want."
So consider a bearbarian. They succeed at #1 though they're not way ahead of other DPR specialists. They sort of succeed at #2, but in the sense that they're great about attacks and explosions and dismal about about save-or-sucks. A fear or charm effect can ruin an entire encounter for you very easily to a far greater extent than another character, and you have no innate defense against such things. Crowd control? Again, there's nothing really here besides a normal OA. Perhaps a stronger than normal OA with GWM if you have that, but nothing exceptional. Exploration/social challenges? Depends on totem choice a bit, but could be a LOT better. A long adventuring day? Dismal stuff to be honest, its very easy to run out of rage at low-mid levels. 6-8 encounters could easily become a slog. Nova potential? Not really no. Different levels? Well, stronger early on, but you're going to drop off past level 8 at the latest. Counterplay? Tons! Everyone remembers the first time an enemy cast command and made them lose rage.
So it looks like this is a pretty bad character, yeah? Well... not necessarily. #9 isn't relevant if your DM doesn't have monsters play around your abilities. For #8, you might be only playing to level 5 anyway. For #6, you might be rolling with only a few reasonably intense encounters rather than a true dungeon crawl, and perhaps #4 doesn't matter because your DM simply doesn't do those. Similarly, your DM might not use mobs of enemies that much, and thus #3 is less applicable.
There's party composition to consider as well. In the rare case you're in a party with 3 support characters, say, 2 bards and a druid, a barbarian might bring a lot of much needed single-target oomph.
In other words, although I know that bearbarians are terrible at my table, the same may not be true for yours, and a rubric like the above will help you see why. Furthermore, it might help you understand why someone's character seems horrendously overpowered at your table. Maybe they're a sorcadin and its a 5-minute adventuring day. Maybe your DM gave them a special "flametongue handcrossbow." Understanding incentives is important to making a (somewhat) balanced experience.
What I try to do, is think about what conditions a character might be strong, or weak in, and characterize them. Players can then think about how this translates to their own campaign, and how strong their character concept will be at the table they actually play at. For example, if a character is bad at using randomly generated magic weapons, a player can say, "oh, our DM gives out tailor-made items. Not an issue." Here are what I view to be the best questions to ask:
"does this character do well at single-target control/damage? Can they enhance the damage of others?"
"how resilient are they against attacks, explosions, (high damage dex saves) and save-or-sucks? Can they make others more resilient against these things?"
"does this character do well at crowd control"
"how well does this character perform in exploration/social challenges"
"how well does this character make use of random magical loot? What about tailored magical loot?"
"how does this character's performance change if they have many encounters without a long rest? What about if they get no short rests?"
"can this character do a ton in a short period of time if needed?" (aka 'nova potential.')
"how well does this character perform at different levels?"
"are there any situations or counterplay where this character will not be able to do what they want."
So consider a bearbarian. They succeed at #1 though they're not way ahead of other DPR specialists. They sort of succeed at #2, but in the sense that they're great about attacks and explosions and dismal about about save-or-sucks. A fear or charm effect can ruin an entire encounter for you very easily to a far greater extent than another character, and you have no innate defense against such things. Crowd control? Again, there's nothing really here besides a normal OA. Perhaps a stronger than normal OA with GWM if you have that, but nothing exceptional. Exploration/social challenges? Depends on totem choice a bit, but could be a LOT better. A long adventuring day? Dismal stuff to be honest, its very easy to run out of rage at low-mid levels. 6-8 encounters could easily become a slog. Nova potential? Not really no. Different levels? Well, stronger early on, but you're going to drop off past level 8 at the latest. Counterplay? Tons! Everyone remembers the first time an enemy cast command and made them lose rage.
So it looks like this is a pretty bad character, yeah? Well... not necessarily. #9 isn't relevant if your DM doesn't have monsters play around your abilities. For #8, you might be only playing to level 5 anyway. For #6, you might be rolling with only a few reasonably intense encounters rather than a true dungeon crawl, and perhaps #4 doesn't matter because your DM simply doesn't do those. Similarly, your DM might not use mobs of enemies that much, and thus #3 is less applicable.
There's party composition to consider as well. In the rare case you're in a party with 3 support characters, say, 2 bards and a druid, a barbarian might bring a lot of much needed single-target oomph.
In other words, although I know that bearbarians are terrible at my table, the same may not be true for yours, and a rubric like the above will help you see why. Furthermore, it might help you understand why someone's character seems horrendously overpowered at your table. Maybe they're a sorcadin and its a 5-minute adventuring day. Maybe your DM gave them a special "flametongue handcrossbow." Understanding incentives is important to making a (somewhat) balanced experience.