Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Darkly)
  • No Skin
Collapse

Chebucto Regional Softball Club

  1. Home
  2. Uncategorized
  3. But why?
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

But why?

Scheduled Pinned Locked Moved Uncategorized
rpgmemes
94 Posts 49 Posters 0 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • ? Guest
    The short answer is the game wasn't balanced around it. I feel like Rogues (sneak attack) and Wizards (spell sculpting) in particular could abuse this heavily. Also any class that gets their subclass at level 1 or 2.
    T This user is from outside of this forum
    T This user is from outside of this forum
    themeatbridge
    wrote last edited by
    #9
    This is the anwer. You could always homebrew your own game and try to balance it, and you'd start to find where the game breaks. Play 10,000 games like that, and patterns will emerge. Game developers spend a lot of time playtesting, and they still miss things. Just thinking of a new twist and asking why it doesn't work is like asking why cars don't have six wheels.
    ? 1 Reply Last reply
    0
    • Aielman15A Aielman15
      That doesn't work. A Spellcaster multiclassing always gets something on level up, be it a feature, more spell slots, or higher level slots. A rogue multiclassing into rogue and splitting the levels would have dead levels at each subclass level. To explain what I mean: a Rogue gets its subclass features at 3rd, 9th, 13th and 17th level. By going with your math, a 9th level rogue would classify as a 4/4 rogue (by rounding down) as far as the subclass is concerned, which means that the rogue gets nothing at 9th level. Not only that. A 50/50 split for the multiclass progression would imply that a multiclassed rogue is precluded from getting any subclass feature higher than the 9th level one. By comparison, a Wizard/Sorcerer/Cleric multiclassed character can absolutely attain 9th level spell slots (although not 9th level spells, confusingly enough).
      G This user is from outside of this forum
      G This user is from outside of this forum
      IndescribablySad@threads.net
      wrote last edited by
      #10
      That still sounds balanced-ish. If anything, it’s too front-loaded. A 9th level rogue would still have its typical kit of sneakiness, skill proficiencies, and sneak attack at 9th level, but it wouldn’t have a 9th level bump via archetype because it received a 6th level bump via archetype. A level 3 fighter/level 2 paladin wouldn’t get a second attack despite being a level 5 martial character, and they have to live with that mechanically poor decision. But they can instead choose to play until they become a level 5 fighter and then branch out instead, if they care to min/max. And what gives you the impression it has to be 50/50? A sportsman can be great at throwing or hitting a ball, but it’s vastly different between one sport and another. You can be an incredible baseball pitcher and a garbage basketball player. Level 3 arcane trickster/level 17 assassin makes perfect sense to me.
      Aielman15A ? 2 Replies Last reply
      0
      • G IndescribablySad@threads.net
        That still sounds balanced-ish. If anything, it’s too front-loaded. A 9th level rogue would still have its typical kit of sneakiness, skill proficiencies, and sneak attack at 9th level, but it wouldn’t have a 9th level bump via archetype because it received a 6th level bump via archetype. A level 3 fighter/level 2 paladin wouldn’t get a second attack despite being a level 5 martial character, and they have to live with that mechanically poor decision. But they can instead choose to play until they become a level 5 fighter and then branch out instead, if they care to min/max. And what gives you the impression it has to be 50/50? A sportsman can be great at throwing or hitting a ball, but it’s vastly different between one sport and another. You can be an incredible baseball pitcher and a garbage basketball player. Level 3 arcane trickster/level 17 assassin makes perfect sense to me.
        Aielman15A This user is from outside of this forum
        Aielman15A This user is from outside of this forum
        Aielman15
        wrote last edited by
        #11
        > Level 3 arcane trickster/level 17 assassin makes perfect sense to me. That's not a multiclass as intended in 5e rules. That's just a 20th level rogue that got all the features from one subclass and the first feature of a second subclass for free.
        G 1 Reply Last reply
        0
        • ? Guest
          This post did not contain any content.
          ? Offline
          ? Offline
          Guest
          wrote last edited by
          #12
          I'm gonna respect to 1/1/1/1/1 fighter/fighter/fighter/fighter/fighter so I can action surge 5 times in a round.
          ? ? 2 Replies Last reply
          0
          • Aielman15A Aielman15
            > Level 3 arcane trickster/level 17 assassin makes perfect sense to me. That's not a multiclass as intended in 5e rules. That's just a 20th level rogue that got all the features from one subclass and the first feature of a second subclass for free.
            G This user is from outside of this forum
            G This user is from outside of this forum
            IndescribablySad@threads.net
            wrote last edited by
            #13
            If you know anyone who has actually reached 20th level in a campaign, it might make a difference. I’ll put you in my will if I hit the lottery.
            ? ? 2 Replies Last reply
            0
            • ? Guest
              This post did not contain any content.
              S This user is from outside of this forum
              S This user is from outside of this forum
              sunsofold@lemmings.world
              wrote last edited by
              #14
              Warlock: I promised my soul in exchange for great power. Rogue: To which great power? Warlock: All of them. Let them fight over it when I am dead.
              ? A ? ? D 5 Replies Last reply
              1
              0
              • J jjjalljs@ttrpg.network
                I bet some obsessive nerd has converted DND to point buy (like wod, gurps, etc) instead of class and level based. You get XP for stuff, and you can spend that as you like on all the stuff you'd get from leveling. Follow the recommended route and get a standard looking fighter. Or go crazy and buy nothing but hit dice. Or make a glass cannon by buying all the sneak attack dice and second attack (in case you miss) and nothing else. Or, per this meme, buy superiority dice and maneuvers, and then also buy extended crit from champion. It would be a mess. I think part of why dnd is popular is its comparably small decision space. There's just not a lot of room to fuck up your character
                ? Offline
                ? Offline
                Guest
                wrote last edited by
                #15
                Or just play one of those systems. GURPS is great.
                J ? 2 Replies Last reply
                0
                • ? Guest
                  Or just play one of those systems. GURPS is great.
                  J This user is from outside of this forum
                  J This user is from outside of this forum
                  jjjalljs@ttrpg.network
                  wrote last edited by
                  #16
                  Yeah, I mostly play Fate or nWoD. But a lot of people are really emotionally invested in D&D, so sometimes I think of ways to try to trick them into playing something different while they think they're still playing D&D.
                  festnt@sh.itjust.worksF ? 2 Replies Last reply
                  0
                  • ? Guest
                    This post did not contain any content.
                    ? Offline
                    ? Offline
                    Guest
                    wrote last edited by
                    #17
                    Because 5e is a simple game made for adolescents. It's easy to pick up, easy to build a character, and easy to run. The problem is once you start trying to do anything particularly interesting, it crumbles. It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. I mean, last I checked out have you the option to be proficient with various sets of craft tools, without actually explaining what that actually does mechanically. If you want to make interesting character builds, you have to transition to a more detailed system. I'm partial to GURPS myself, but Pathfinder 2e is a nice middle ground of detail while still being fairly familiar to someone used to D&D.
                    ? ? 2 Replies Last reply
                    0
                    • ? Guest
                      This post did not contain any content.
                      S This user is from outside of this forum
                      S This user is from outside of this forum
                      shinkantrain@lemmy.ml
                      wrote last edited by
                      #18
                      Thought: Homebrew where you pick two subclasses instead of one and both evolve normally. No multiclasses cause it'd be kinda nuts as is
                      1 Reply Last reply
                      0
                      • ? Guest
                        Because 5e is a simple game made for adolescents. It's easy to pick up, easy to build a character, and easy to run. The problem is once you start trying to do anything particularly interesting, it crumbles. It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. I mean, last I checked out have you the option to be proficient with various sets of craft tools, without actually explaining what that actually does mechanically. If you want to make interesting character builds, you have to transition to a more detailed system. I'm partial to GURPS myself, but Pathfinder 2e is a nice middle ground of detail while still being fairly familiar to someone used to D&D.
                        ? Offline
                        ? Offline
                        Guest
                        wrote last edited by
                        #19
                        > It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. The idea here is that the D&D ruleset is supposed to be *permissive*, not *restrictive*: - **permissive** - anything not explicitly prohibited is allowed - **restrictive** - anything not explicitly allowed is prohibited The gameplay experience depends greatly on which of these directions you interpret rules from. So, when you say that it "provides very little guidance", that's intentional, because it allows the DM and the players to use the basic structure of the game to support and inspire having fun and being creative. It should be a foundation, not a cage. D&D was always intended to be an open framework for actual roleplaying. The munchkin concept of gaming the rules for min-maxing stats came later. Rules lawyers, be they DM or player, make playing less fun.
                        K ? 2 Replies Last reply
                        0
                        • ? Guest
                          > It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. The idea here is that the D&D ruleset is supposed to be *permissive*, not *restrictive*: - **permissive** - anything not explicitly prohibited is allowed - **restrictive** - anything not explicitly allowed is prohibited The gameplay experience depends greatly on which of these directions you interpret rules from. So, when you say that it "provides very little guidance", that's intentional, because it allows the DM and the players to use the basic structure of the game to support and inspire having fun and being creative. It should be a foundation, not a cage. D&D was always intended to be an open framework for actual roleplaying. The munchkin concept of gaming the rules for min-maxing stats came later. Rules lawyers, be they DM or player, make playing less fun.
                          K This user is from outside of this forum
                          K This user is from outside of this forum
                          Kichae
                          wrote last edited by
                          #20
                          No, the idea is that 4e basically imploded the brand, so they pushed some unfinished stuff out the door before the axe came down and suddenly and unexpectedly they discovered that the brand was printing money. Rules aren't restrictive, because every rule is optional. A lack of guidance is WotC asking you to do their work for them.
                          1 Reply Last reply
                          0
                          • ? Guest
                            The short answer is the game wasn't balanced around it. I feel like Rogues (sneak attack) and Wizards (spell sculpting) in particular could abuse this heavily. Also any class that gets their subclass at level 1 or 2.
                            K This user is from outside of this forum
                            K This user is from outside of this forum
                            Kichae
                            wrote last edited by
                            #21
                            The game isn't balanced around multiclassing, either. If it were, everyone and there dog wouldn't have difficult to explain backgrounds that involve blood magic, mysterious patrons, and devout faith in something.
                            1 Reply Last reply
                            0
                            • ? Guest
                              The short answer is the game wasn't balanced around it. I feel like Rogues (sneak attack) and Wizards (spell sculpting) in particular could abuse this heavily. Also any class that gets their subclass at level 1 or 2.
                              ? Offline
                              ? Offline
                              Guest
                              wrote last edited by
                              #22
                              > Also any class that gets their subclass at level 1 or 2. To be fair those are also troublesome for regular multiclassing, or at least they are if you're not using the 2024 "definitely not 5.5E" classes. The paladin with one level in warlock or sorcerer is a perennial favourite for a reason.
                              ? 1 Reply Last reply
                              0
                              • G IndescribablySad@threads.net
                                That still sounds balanced-ish. If anything, it’s too front-loaded. A 9th level rogue would still have its typical kit of sneakiness, skill proficiencies, and sneak attack at 9th level, but it wouldn’t have a 9th level bump via archetype because it received a 6th level bump via archetype. A level 3 fighter/level 2 paladin wouldn’t get a second attack despite being a level 5 martial character, and they have to live with that mechanically poor decision. But they can instead choose to play until they become a level 5 fighter and then branch out instead, if they care to min/max. And what gives you the impression it has to be 50/50? A sportsman can be great at throwing or hitting a ball, but it’s vastly different between one sport and another. You can be an incredible baseball pitcher and a garbage basketball player. Level 3 arcane trickster/level 17 assassin makes perfect sense to me.
                                ? Offline
                                ? Offline
                                Guest
                                wrote last edited by
                                #23
                                I suppose an approach that takes the general intention of your design but is a bit omre mechanically rigorous could be to separate out subclass levels? You level up in one class as always, and every few levels the thing you get on levelling up is a subclass level. Subclasses then only get four or so levels, so you could be a warlock 11 (archfey 1 / fiend 2)
                                G 1 Reply Last reply
                                0
                                • G IndescribablySad@threads.net
                                  If you know anyone who has actually reached 20th level in a campaign, it might make a difference. I’ll put you in my will if I hit the lottery.
                                  ? Offline
                                  ? Offline
                                  Guest
                                  wrote last edited by
                                  #24
                                  I've actually done it! I started at level 4, so I didn't quite do the full 1-20 journey, but I did indeed go to 20 on xp per enemy killed and not milestone levelling
                                  G 1 Reply Last reply
                                  0
                                  • J jjjalljs@ttrpg.network
                                    Yeah, I mostly play Fate or nWoD. But a lot of people are really emotionally invested in D&D, so sometimes I think of ways to try to trick them into playing something different while they think they're still playing D&D.
                                    festnt@sh.itjust.worksF This user is from outside of this forum
                                    festnt@sh.itjust.worksF This user is from outside of this forum
                                    festnt@sh.itjust.works
                                    wrote last edited by
                                    #25
                                    that is one way of making people try out other gamea
                                    1 Reply Last reply
                                    0
                                    • ? Guest
                                      > It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. The idea here is that the D&D ruleset is supposed to be *permissive*, not *restrictive*: - **permissive** - anything not explicitly prohibited is allowed - **restrictive** - anything not explicitly allowed is prohibited The gameplay experience depends greatly on which of these directions you interpret rules from. So, when you say that it "provides very little guidance", that's intentional, because it allows the DM and the players to use the basic structure of the game to support and inspire having fun and being creative. It should be a foundation, not a cage. D&D was always intended to be an open framework for actual roleplaying. The munchkin concept of gaming the rules for min-maxing stats came later. Rules lawyers, be they DM or player, make playing less fun.
                                      ? Offline
                                      ? Offline
                                      Guest
                                      wrote last edited by
                                      #26
                                      I don't need to buy a set of books to give me permission to use my imagination, and I don't need it's permission to disregard rules that don't serve my campaign, or homebrew my own. Every ruleset of every tabletop game is optional. Sure, ignoring some rules can unravel the system, but every table is free to make that choice. I buy a set of books because I want an exhaustive set of balanced and play tested rules. I am under no obligation to use every rule, but I want to have them so I know if I choose to use them, or isn't going to break the balance. For instance, I've fully moved to GURPS. It has a reputation for being complicated because there are *lots* of mechanics available. I ignore the vast majority of them most of the time, but when a player wants to do something out of the ordinary, I can count on having a balanced mechanic available for guidance. I didn't have to worry about being too strict, or too lenient, or inconsistent the next time the same situation arises. 5e isn't "permissive", it's lazy game design. I quit after buying the Spelljammer set, which provided basically zero guidance for any of the actual spell jamming stuff. When the answer to every question is "The DM can decide to do it however they want :)”, you're not actually releasing a game system. Again, I don't need to buy a book to have permission to use my imagination however I want. I buy a book to give me balanced and playtested mechanics. WotC doesn't seem particularly interested in that.
                                      ? 1 Reply Last reply
                                      0
                                      • ? Guest
                                        I've actually done it! I started at level 4, so I didn't quite do the full 1-20 journey, but I did indeed go to 20 on xp per enemy killed and not milestone levelling
                                        G This user is from outside of this forum
                                        G This user is from outside of this forum
                                        IndescribablySad@threads.net
                                        wrote last edited by
                                        #27
                                        How long did that take you?? The highest we’ve ever gone is level 11, and that took a couple of years.
                                        ? 1 Reply Last reply
                                        0
                                        • ? Guest
                                          I suppose an approach that takes the general intention of your design but is a bit omre mechanically rigorous could be to separate out subclass levels? You level up in one class as always, and every few levels the thing you get on levelling up is a subclass level. Subclasses then only get four or so levels, so you could be a warlock 11 (archfey 1 / fiend 2)
                                          G This user is from outside of this forum
                                          G This user is from outside of this forum
                                          IndescribablySad@threads.net
                                          wrote last edited by
                                          #28
                                          The difference is pretty minor either way. I’ve never had more issues balancing this than I have with sorcerer burst damage or creation bards collapsing economies.
                                          1 Reply Last reply
                                          0

                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 1
                                          • 2
                                          • 3
                                          • 4
                                          • 5
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          Powered by NodeBB Contributors
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups