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I'm thrilled with the generally conscientious suggestions for class and power improvements, but I can’t help but notice the intense focus on combat as benchmark for balance. It’s as though the full measure of a character can only be judged by their ability to destroy, assist or heal. Don’t get me wrong, combat is certainly central to adventure, but so are the challenging dilemmas between combats, the ones that are often creatively solved with tools like…
Familiars
Animal companions (that aren’t beasts of war)
Low power spells
Situational spells
Information gathering
I’m not saying anything new here, but I’d encourage people, before they post some awesome new mechanic, alternate specialist spells, or get rid of ‘weak’ features, to consider for a moment the non-combat arena.
Thanks!

gr1bble |

Couldn't agree more.
This is one of the two main reasons (the other being the loss of that D&D flavour, IMO) that I'm not terribly excited about 4e. It seems like everything must have a specific mechanical application and can't be used for "out of the box" solutions to problems.
I really don't want to see Pathfinder go down the same route.

SSquirrel |
The focus is on combat b/c combat is typically (key word) where most abuse can be found. It is generally less of a big deal if someone is about to super boost one skill to unreal levels earlier than it would be for someone to figure out a way to have a +10 BAB at level 3. (random number I picked)
Class stacking bonuses seem to be the other big issue w/the 3.5 design, esp w/some of the prestige classes released over the years.

Szombulis |

Absosmur...waitaminute.
No, I strongly agree with the notion of having greater balance. Our gaming group just begun playtesting the Alpha rules, and we saw very quickly, two things for the future releases:
1. Need for better familiars, if possible under OGL. Let Paizo flavor flow and werecabbages unite!
2. Rogues' abilities (roguish talents) seem like they need playtesting in a lot of way- combat included. We had a second player select a rogue, since the first one focused heavily on some tactical combat feats/talents. The second character was more of a skills monkey/thief.
These are just my observations from one session, with more games to come.

Kirth Gersen |

Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.

Viktor_Von_Doom |

Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.
Really though what Out of Combat stuff needs balance (Other than Diplomacy ?)

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Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.
Seconded.

SSquirrel |
Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.
No one has suggested that the game be pure hack and slash, it's just been pointed out that combat is typically where more loopholes are found and thus should be vetted more carefully. In a typical D&D game, combat is the resolution method for many things and is thus used more than the skill system. There are games people run that hardly ever have a combat and are mostly Diplomacy and such, but those aren't what I would consider typical either ;) Remember 4E has a social conflict system that isnt' being previewed at all, we won't see it until we get the core books.

Flamewarrior |
Viktor_Von_Doom wrote:crosswiredmind wrote:Fifthed.Gotham Gamemaster wrote:Fourthed.Majuba wrote:Thirded.K wrote:Agreed."Must all balance be combat balance?"
Yes. Next question?
Sixthed.
Combat requires far more balance than the other aspects of the game.
And I dare say you're all wrong - it always seemed one of the most insulting things about the fighter was its uselessness out of combat, more than its relative suckiness in it. To be precise, both in and out of combat, all classes should be equally useful read: "preferrable", not "able to help carrying stuff" or anything else a commoner could do about as well).

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Really though what Out of Combat stuff needs balance (Other than Diplomacy ?)
I don't know about diplomacy, it, like other spells/abilities, is just fine as long as the DM applies some common sense (the application of situational modifiers comes to mind here).
I am against this whole PC race/class 1 must be balanced relative to PC/class race 2. This is what led 4e to the dark side. People didn't like the wizard's dependence on resting and felt they were overpowered and then baddabing we get mechanics where everyone is effectively a wizard with per day abilities (now everyone is a wizard, so the need to rest is across the board and everyone can do something flashy and "cool" every round.) and no one liked the awesome power of clerics (aka CODzilla) and yet they were so maligned that people claimed to never play them because being the party's battery was un-fun. Once again we get "everyone is now a cleric, problem solved". Is 4e balanced? It sounds like it might be, sure. Is this really where we want to take the enhancements to 3.5 though? Let the classes wax and wane depending on the situation, allow the evoker his blasting glory; the iron golem he didn't expect will still need to be dealt with by someone. And in the absence of anything else, their is still the DM (once rightly called the Judge) to put matters aright and keep all players engaged.

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Kirth Gersen wrote:Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.Really though what Out of Combat stuff needs balance (Other than Diplomacy ?)
It's less an issue of balancing out-of-combat options, and more about peoples' eagerness to cut existing options to make room for more combat options. I can't count the number of times I've seen familiars, animal companions, paladin mounts, touch spells and long-casting time spells on the chopping block to make room for some new tactical option.
I'm just concerned this new 'balance' will eat the old fluff - the fun fluff - whole.

K |

doppelganger wrote:And I dare say you're all wrong - it always seemed one of the most insulting things about the fighter was its uselessness out of combat, more than its relative suckiness in it. To be precise, both in and out of combat, all classes should be equally useful read: "preferrable", not "able to help carrying stuff" or anything else a commoner could do about as well).Viktor_Von_Doom wrote:crosswiredmind wrote:Fifthed.Gotham Gamemaster wrote:Fourthed.Majuba wrote:Thirded.K wrote:Agreed."Must all balance be combat balance?"
Yes. Next question?
Sixthed.
Combat requires far more balance than the other aspects of the game.
Heh, the fighter is useless in combat too. But, considering that everyone now gets at least seven skills by 10th level, everyone has an out of combat role. Issue resolved.
Now we just need to give him an in combat role.

SSquirrel |
And I dare say you're all wrong - it always seemed one of the most insulting things about the fighter was its uselessness out of combat, more than its relative suckiness in it. To be precise, both in and out of combat, all classes should be equally useful read: "preferrable", not "able to help carrying stuff" or anything else a commoner could do about as well).
Probably a lucky thing that 4E has skills work the way they do so it is no longer a case as you get higher in level that only the specialist has a shot in hell of being useful.

Prak_Anima |

Viktor_Von_Doom wrote:Really though what Out of Combat stuff needs balance (Other than Diplomacy ?)I don't know about diplomacy, it, like other spells/abilities, is just fine as long as the DM applies some common sense (the application of situational modifiers comes to mind here).
I am against this whole PC race/class 1 must be balanced relative to PC/class race 2. This is what led 4e to the dark side. People didn't like the wizard's dependence on resting and felt they were overpowered and then baddabing we get mechanics where everyone is effectively a wizard with per day abilities (now everyone is a wizard, so the need to rest is across the board and everyone can do something flashy and "cool" every round.) and no one liked the awesome power of clerics (aka CODzilla) and yet they were so maligned that people claimed to never play them because being the party's battery was un-fun. Once again we get "everyone is now a cleric, problem solved". Is 4e balanced? It sounds like it might be, sure. Is this really where we want to take the enhancements to 3.5 though? Let the classes wax and wane depending on the situation, allow the evoker his blasting glory; the iron golem he didn't expect will still need to be dealt with by someone. And in the absence of anything else, their is still the DM (once rightly called the Judge) to put matters aright and keep all players engaged.
Sorry Lich-Loved, your fallacy doesn't apply to diplomacy either. you apparently have never seen "diplomancer" builds or what they can do(like get entire villiages up to the "Fanatical" attitude, at least.)

K |

K wrote:Seriously, K? Aren't you and Frank usually trying for some kind of out of combat balance also? or do you guys just try and create out of com bat options for everyone?"Must all balance be combat balance?"
Yes. Next question?
We do. Our goal usually is "fix the easy parts first", and thats usually combat because its so easy to playtest. Its also the least susceptible to DM intervention, so addressing it first also makes sense.

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Disagree. If all I want is combat I can play "HackMaster," or better yet get out a deck of cards and play "War" ... or better still find an old Atari and play "Space Invaders," or a computer to play "Doom." D&D can involve a lot of stuff in addition to the combat; that's its strength as a game. I'd really hate to see that gimped.
Since combat takes a very large chunk of game time I see balance between the classes as essential. That does not mean that combat is everything but in terms of mechanics combat and magic (which is mostly for combat) is huge.
Out of combat stuff comes mostly through role playing and a few spells and skills. I do not see that as requiring any kind of balance.

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Combat requires far more balance than the other aspects of the game.And I dare say you're all wrong - it always seemed one of the most insulting things about the fighter was its uselessness out of combat, more than its relative suckiness in it. To be precise, both in and out of combat, all classes should be equally useful read: "preferrable", not "able to help carrying stuff" or anything else a commoner could do about as well).
To me - this is where the GM comes in. Your fighter can have a good story hook like a critical connection to an important NPC or some organization.

Flamewarrior |
To me - this is where the GM comes in. Your fighter can have a good story hook like a critical connection to an important NPC or some organization.
While technically true, that's actually the same thing as balancing combat by giving artifacts to weak characters (which is, I must admit, a method that sometimes works quite well for a game, despite not working at all for the game): it involves the guys wrote the rules in the first place doing a crap job and a GM spot-fixing it, with a solution with a definite expiration date (end of the campaign). I suppose a new game can sidestep that right now and fix problems at their roots.
@K: OK, a fighter character can have what to do in peacetime, but we know any other character's still preferrable. That's not really balanced, and preferentially should be fixed. Of course, I'll fully agree with any argument that it shouldn't be a priority.

Moondarq |
Viktor_Von_Doom wrote:crosswiredmind wrote:Fifthed.Gotham Gamemaster wrote:Fourthed.Majuba wrote:Thirded.K wrote:Agreed."Must all balance be combat balance?"
Yes. Next question?
Sixthed.
Combat requires far more balance than the other aspects of the game.
Negative one'd.
I'd agree that MOST balance issues are combat related. Perhaps even 90% of all balance issues are related to combat.
But not ALL of them.

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edit: Agree with the original poster. Some of the greatest problems with playability of the PHB fighting classes at mid to epic levels, for example, are their lack of special movement and resistances to environmental conditions which make them unable to solve common problems that are not necessarily combat-related.

Christopher Hauschild |

Viktor_Von_Doom wrote:crosswiredmind wrote:Fifthed.Gotham Gamemaster wrote:Fourthed.Majuba wrote:Thirded.K wrote:Agreed."Must all balance be combat balance?"
Yes. Next question?
Sixthed.
Combat requires far more balance than the other aspects of the game.
There has to be a benchmark and in D&D it is defeating monsters and taking their stuff. I do not mind playing politically focused games or problem solving games, but in D&D combat will predominantly be the means of power acquisition for most players. Sure maybe it only takes up 10% of your gaming time with role playing taking up the other 90%, but I am not sure how you balance role playing.

The Real Orion |
The real problem is when combat ability is weighed against other abilities, and the other abilities are universally regarded as "weak" simply because they're not combat abilities. It's a categorical error. It's like saying "This orange utterly fails at being an apple." Ultimately, the quest for "balance" is a wild goose-chase because some things cannot be directly weighed against each other. Some classes/character builds are all combat, all the time. Some are designed for other things entirely. I think we should all unclench our buttocks and enjoy the game rather than obsessing over who has the highest kill-count, myself.
To that end, one of the differences between 2nd and 3rd that I've been thinking about recently is XP rewards. in 2nd Ed., you got an XP reward for using one of your class abilities, Thieving Skills for thieves and bards, spells wizards and clerics, killin' thangs for fighters and other warriors. Instead of calibrating he whole game to the characters' ability to Kill Thangs, 2nd Ed. calibrated the to whatever your character is good at. Makes more sense, don't it?

Pneumonica |
The issue isn't just roleplaying, although it's a mild source of humor for me to think that people think the game has two modes - talking and killing. There's other obstacles that magic doesn't always overcome (especially if the exact right spell isn't in the repertoire).
On the point of talking though, part of the reason some people find Bards useless and others find Bards great is because of this "role-playing" thing. Bards aren't designed to kill things and take their stuff. They're designed to interact, enhance, and interfere. However, for many games (the ones where noncombat balance is irrelevant), killing things and taking their stuff is about all that happens besides some "framing scenes" involving the least amount of talking possible to make the act of mass-murder something morally justified.

Geron Raveneye |

To that end, one of the differences between 2nd and 3rd that I've been thinking about recently is XP rewards. in 2nd Ed., you got an XP reward for using one of your class abilities, Thieving Skills for thieves and bards, spells wizards and clerics, killin' thangs for fighters and other warriors. Instead of calibrating he whole game to the characters' ability to Kill Thangs, 2nd Ed. calibrated the to whatever your character is good at. Makes more sense, don't it?
I guess you are talking about the completely optional rule for "Individual Experience Awards" on page 48 in the 2E DMG? Yeah, that one was damn nice...no idea how often you saw it used, but I remember it wasn't that often at all. Still, it was a nice idea. :)

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The Real Orion wrote:I guess you are talking about the completely optional rule for "Individual Experience Awards" on page 48 in the 2E DMG? Yeah, that one was damn nice...no idea how often you saw it used, but I remember it wasn't that often at all. Still, it was a nice idea. :)
To that end, one of the differences between 2nd and 3rd that I've been thinking about recently is XP rewards. in 2nd Ed., you got an XP reward for using one of your class abilities, Thieving Skills for thieves and bards, spells wizards and clerics, killin' thangs for fighters and other warriors. Instead of calibrating he whole game to the characters' ability to Kill Thangs, 2nd Ed. calibrated the to whatever your character is good at. Makes more sense, don't it?
That's how I've alwats done it, and still do (2e, 3e, 3.5, 3.P).
If the party sneak past the monsters to get the "crystal of world saving" they'll get the same XP as if they mashed them to a pulp. If the players manipulate the political system to get the "iron crown of doohickey" they'll get the same XP as if they snuck in, killed some guards and stole it.
I also give bonus XP for doing cool things (swinging on chandeliers, helping little old ladies across the road, drinking the hagfish water, etc.)