Difference between revisions of "Dungeons and Dragons Wiki talk:Article Balance"

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:::: How about Weak, Competent, Solid, Powerful? --[[User:Ideasmith|Ideasmith]] 01:35, 19 April 2012 (UTC)
 
:::: How about Weak, Competent, Solid, Powerful? --[[User:Ideasmith|Ideasmith]] 01:35, 19 April 2012 (UTC)
 +
:::::Nah, MDHM is better as far as conveying power levels. I support that naming convention in particular because it lines up with [[User:Spazalicious Chaos/World Types- an Examination of D&D Assumptions| things I have pointed out earlier.]]Change=Chaos. Period. [[User:Spazalicious Chaos| SC]] 02:15, 19 April 2012 (UTC)
  
 
== Ditching the SGT ==
 
== Ditching the SGT ==

Revision as of 02:15, 19 April 2012

Archive

This page gets long, and old discussions have been moved here to keep it a bit more legible.


Other Balancing Type

Hey, I was wondering if anyone here had used the Shadowcraft Studios Class Pont system and their thoughts on its usefulness for testing class balance? --92.236.245.154 14:50, 22 April 2011 (UTC)

It looks to me that this system you are referring to says that the Monk is more powerful than the Wizard. I don't think it's very useful. --Foxwarrior 15:16, 22 April 2011 (UTC)
The system is terrible. It's absolute faffing nonsense. Its costs are outright wrong, its class ranking is obviously wrong, and its ability prices are stupid. You can get KI Strike and Comprehend Languages... or Sneak Attack +10d6, for the same cost. HMMM. Karrius 19:48, 22 April 2011 (UTC)
You know, I was going to let this go. I really was. But two days after the fact, looking at it from a variety of angles, all I have to say to the above statement is this: the stupid... it burns!
Don't get me wrong, I love the rogue. Give me a rogue and put him up against an equivilent monk and I'll skewer the bastage 101 different ways. But only one of those ways was a fair fight, and that fair fight took a very specialized build/prestige class combo to pull off. Toe to toe, monks beat the shit out of most of the crap they come across. Monks are very good at what they do, and what they do is punch through adamantine with their bare hands while understanding everything that is going on around them... while dropping from orbit. I ran a campaign for a guy who used to train a swat team before he quit his job, as apparently the stupid of his higher ups was burning as well. He was able to take a fighter and some craft skills and earn the average character wealth of a 20th level character... by level 6. By simply planning and making use of every advantage (like selling a live wyvern he captured to the highest bidder, or trading devil parts for gunpowders raw ingredients) he made a team of characters that was able to take down my grand campaign villain, a great red wyrm Ravagwer of Tiamat level 10, by 12th level in one round. Class is a skill set; a box of tools as it were: trying to use tools were they don't work will suck balls, but using the right tools for the right task will always work.
The preposed point buy system works, and it works well. As the local pariah, I probably doomed any hope it had of being advocated by anyone else, but frankly I don't care. I like it.--Change=Chaos. Period. SC 03:31, 25 April 2011 (UTC)
And here I thought Karrius's comment was redundant, because the point system was so obviously unbalanced. Did you notice that if you replace the Bard's casting with Cleric casting, its point cost will go down? You are correct, Spazalicious Chaos, the stupid... it burns! Also, your anecdote is mostly irrelevant to this discussion. --Foxwarrior 05:03, 25 April 2011 (UTC)
Monks are not good at doing much of anything past low levels, and they're only ok there because the bar is so low and people are so close together in terms of bonuses. Their stats pull them in too many different ways to be effectively kept up (and simplifying that with feats is often a trap), they have extremely obnoxious hoops to jump through to maintain functional weapon bonuses and damage values with their unarmed strikes (and using other weapons to avoid those issues makes several of their class features worthless), and their high level special abilities are either counter productive (dimension door), extremely limited in use, too low in DC to be functional, or some combination of all three. They're not all bad, but they lack significant good.
Unless you're ignoring wealth by level and giving them artifact weapons or whatever I guess, like you're doing in your irrelevant example above. In that case, yes, if you let people become super rich and buy power well above their level they will perform above their level. Well done with that point, which doesn't actually say anything about the power of a class at a particular level and more about the power of high level gear at a low level. What a completely useless thing to add to a conversation on balancing class features by charging point costs for them. You might as well hate the point cost system referenced because it doesn't matter what your class features are, you're just going to buy extremely powerful items other people your level can't afford and then walk over stuff. Why you choose to like it when it's pricing things that are obviously irrelevant based on your example is beyond me. - Tarkisflux 06:33, 25 April 2011 (UTC)
Spaz, the reason you are a pariah is because you insist on making senseless, inane comments likely intended to illicit an argumentative response that proves your obviously flawed theory totally wrong and then muddling the issue with examples that have nothing to do with the issue(s) at hand. Stop doing so, and you will look less like either a pariah or a blithering idiot. Until then, you will just continue to get canned for supporting something that you only appear to be arguing for for the sake of argument itself. - TG Cid 20:33, 25 April 2011 (UTC)
Nah, I like this beacuse it obviously a watered down version of besm that roll-players can wrap their heads around. Obviously.
However, I find it disturbing that annecdotal evidence is discreditied on this wiki. We are talking about a table-top RPG, people! A rule only works if a group of people says it does. That same group of people can only say it does if they have actually played it and are left with good and/or fun memories. Thus, it seems very odd that the one form of validation that can proove or disproove a rules effectiveness is not a valid argument. It almost makes me wonder if some of the people on here are just creepers masterbating in the dark over a game they heard about. I know that is what WotC does nowadays, but I'm hoping I'm right when I say that this probably only makes up 2% of our posters.
In short: I like the idea, I don't give a rats ass if anyone else does, and we all need to remeber that this game is an anecdote factory that runs purely on people talking with eachother.--Change=Chaos. Period. SC 04:29, 26 April 2011 (UTC)
Potato. -- Jota 04:40, 26 April 2011 (UTC)
Potato. --Undead Knave 04:47, 26 April 2011 (UTC)
Potato. -MisterSinister 05:05, 26 April 2011 (UTC)
Potato. --Foxwarrior 05:12, 26 April 2011 (UTC)
Anecdotes are basically self-quotations. While they make okay evidence, they have to be supported, just like a quote. As such, you first need to frame your anecdote. Explaining why you are giving an anecdote briefly and what to look at is most important. Then you post the anecdote. It is usually best to keep the anecdote separated from this description, and to keep this description separated from the content before it, That means you need multiple paragraphs to use an anecdote, and it cannot come out of the blue. Both parts of these were missed. Finally, you need to explain how the anecdote is indeed supporting evidence to your main argument. You actually do this a bit, and it seems your anecdote supports your argument. Given this small lecture on prose, I will explain why your anecdote doesn't work in game terms.
In the framework in which these balance points were built, and all balance on the wiki is built around is that there is a specific wealth by level. Why? Because it is in the core rules. If you give 720,000 gold pieces to a character that the rules say should have 15,000, then of course balance is going to get screwy. Gold gives extra features. Not only that, but the features can be tailored. If there is one battle left, and you have 720,000gp, you are going to spend it preparing for the final battle and not save any of it. Well, unless you roleplay that you shouldn't because your character wouldn't do that. Of course you are probably going to win. If you can attribute most of the characters success to wealth instead of class (which you can test by replacing the class levels with Commoner), then you are showing the balance of equipment instead of the balance of classes. As such, your anecdote is useless on the grounds that is misses the point.
--Havvy 05:24, 26 April 2011 (UTC)

Idea for inconsistencies

Alright, sometimes, a class does not fit into a single balance point. Not because its abilities are highly variable depending on factors outside the class itself (which is simply Unquantifiable), but because it is different balance points at different levels. GW and I were discussing this in chat, and he used as an example a hypothetical class that gets nothing at all until level 15, at which point they get Wish at will as an SLA. He argued that it would be wizard-level, because you need to look at its highest point. My view was that you have to consider the class as a whole. But really, neither of those work -- it is quite distinctly wizard-level at level 15, but monk-level below that. It's inaccurate to call it one or the other, and also inaccurate to call it anything in between. So...why don't we label classes by spans of levels? The Wishful Commoner would be "Monk [1-14], Wizard [15+]", and would have both balance points in its metadata. There's really no reason to restrict everything to the four power curves we have defined. Thoughts? --DanielDraco 04:04, 18 August 2011 (UTC)

Approval of mine you have, yeeees. --Ghostwheel 04:07, 18 August 2011 (UTC)
I would label it bad homebrew and slap a delete template on it.
Less dismissively, I can't actually think of a reason why that design paradigm would be at all useful in game. At one level it's playing one perfectly legitimate game, and at another it's playing a completely different one. That's not a consistently designed class, nor one whose inconsistencies add to the game in any way I can fathom, so I can't see any reason to support it or anything like it.
On a more technical level, doing this would basically ruin the attempt we have made to have material searchable by balance point. You would have to specify a character level and balance point to do any searching, and you would then probably want to confirm that it didn't change at a higher level than your game. I don't even know if we can code that, but I'm pretty sure I don't want to because of the other reasons that supporting those sorts of things doesn't appear useful. - Tarkisflux Talk 04:17, 18 August 2011 (UTC)
Why is an alternate power curve automatically bad? If they could be quantified, I'd guess Wizard to be roughly exponential, Rogue to be roughly linear, and Monk and Fighter to be different kinds of logarithmic. Why can't you have, say...a linear progression of higher slope? Or an exponential curve with a lower base? If someone feels like Fighter is a good place to set power until level 6, and Rogue is best after that, that's a perfectly legitimate viewpoint. Or if they're trying, as designers often do, to capture the feel of a character struggling, starting from nothing, and gradually gaining power and prestige until they're formidable forces of the universe, why can't they have a class slide from Monk all the way up through to Wizard over its progression? If the four curves we have are legitimate, others can be too.
As for coding it, it might work to make each of the four balance points (plus Unquantifiable) into separate properties and assign their value to the set of levels that falls into that balance. It might require making a search page specifically for this to facilitate people who don't know how to work semantic search, though. --DanielDraco 04:24, 19 August 2011 (UTC)
I was specifically disagreeing with your example as valid, though I guess that could have been more clear. Alternate curves are not automatically bad, but I would argue that curves with severe jumps in the slope rate of change at any point are poor design and actually bad (like your original example). If you wanted to have a linear progression with a higher slope, you could do that. Go ahead and plot it out if you like, it's somewhere between two of our existing curves and you could just pick the one it was closer to and call it that without losing too much. If it's stronger or weaker than the reference classes in a balance point for a couple of levels, that's hardly an issue. The reference classes themselves suffer these problems. Making an exponential curve with a lower base is pretty difficult to do though. Generally speaking, classes can and do start near monk (even wizard level ones) by virtue of every curve largely overlapping at the start of the game, with monk leaving the group around 4 or 5, fighter around 8 or 9, and rogue falling behind wizard sometime after that. Trying to start an exponential progression with a lower base than anything else is like starting with an NPC class, if that, and working your way up. It's not invalid, but we don't have anything else on the wiki that could even be played with it at low levels, which is problematic for the class in general.
If someone wants to make a class that bends a curve slightly more or less than the reference cases they are welcome to do that and I won't call foul. It happens all of the time already since no one who writes something new actually maps it exactly to our reference cases (which don't even map exactly to each other). Claiming that the balance points we have don't support that sort of thing takes them to be more rigid and narrow than I believe them to be. It's one of the reasons Surgo (rightly IMO) fought against people trying to put exhaustive lists of abilities on the various balance points to facilitate assignments. As soon as you rigidly define the curves, you tell people that their work has to exactly fit into them or you have to start making weird exemptions and additional categories. As it stands, their somewhat broad definition allows authors to pick a best fit for their work and have it work reasonably well with others in the same category. More granularity might make it more obvious which levels you expect a class to under or over perform at, but that just makes matching material together more difficult in general.
That coding is an option, but the actual format would need to look something like |monk=1,2,3,4,5 |fighter=6,7,8,9 |etc to have the numbers be actually searchable. We can't do ranges, since SMW isn't smart enough for them and only looks for discrete values. And values on the low end aren't going to mean as much as values on the high end because of divergent progressions and low level clustering. But it would probably work, which addresses my technical objections. And if there's sufficient support for it or something substantially similar I'd be willing to put it in. I don't see any actual benefit in it though, and think it's probably a step backwards even, but I'd put it in if I got outvoted on it. - Tarkisflux Talk 06:58, 19 August 2011 (UTC)
I'll note that I am against this idea. Partially due to the clunky implementation (which would make adding a new class a pain for authors and require a project to change all existing content). It also just doesn't jive with what we have for feats (which don't have a variable balance range). And, really, I see balance ranges as broad strokes, not fine ones. Making them any more granular seems like a step backwards, as Tarkis noted above. --Aarnott 18:37, 19 August 2011 (UTC)

Ranger = Monk?

Weird, I just noticed ranger was listed as monk level. That's surprising, really? I always saw ranger equal to, or slightly better, than straight Fighter. That is, a ranger is basically a fighter who is forced into a limited specialization, but I've found rangers, in general, make better TWFers than fighters due to the lack of Dex requirement and overall rangers end up more useful outside of battle than a fighter. That's why I'm puzzled, a ranger is just a more versitile fighter, so I would imagine it would be fighter level. -- Eiji-kun 03:23, 8 November 2011 (UTC)

Ghost added it the other day, and I haven't gotten around to asking him about it yet. I'm curious as to his justifications as well though. - Tarkisflux Talk 03:37, 8 November 2011 (UTC)
I'd imagine that it's in part because they are so specialized -- they get so-so damage against a narrow range of foes, or piddling damage against a moderate range of foes, depending on how thinly they spread their favored enemy increases. I wouldn't consider them more versatile than fighters at all.
Also, it may be true that they're better two-weapon fighters than Fighters are, but Fighters aren't very good two-weapon fighters to begin with. And for that matter, I'm honestly not sure Rangers are better at it anyway. The requirements for TWF aren't that prohibitive, and a Fighter can get more reliable bonus damage with each of those hits with Weapon Specialization than a Ranger can with favored enemy.
Also also, the Fighter balance point is generally considered around the more optimal Power Attack tactic, I believe, which would make the argument that Rangers are better at TWF than Fighters irrelevant anyway.
Also additionally also, regarding the utility outside battle, unless I'm mistaken, GW considers power outside battle to be no power at all. Which is...questionable, but understandable, and would further explain the placement in Monk-level. --DanielDraco 04:32, 8 November 2011 (UTC)
Damn, edit conflict. Will post what I had, and will read above change after.
My rationale is as follows: Classes that have class abilities that when used make them worse (samurai, ranger) are monk-level. A fighter has full BAB going for it, as well as feats. That means that at least he can be built for the most viable build in a core-only game--that is, power attacking when you have full BAB, perhaps into spirited charge or something similar.
The ranger, on the other hand, becomes weaker when using his class abilities; twf is crap without a secondary source of damage, and the ranger who uses it will be mediocre compared to a fighter using a two-hander and power attack. And ranged combat is just crap in core-only, producing little damage that's not at all viable.
That's what I figured, at any rate. --Ghostwheel 04:36, 8 November 2011 (UTC)
EDIT: Incidentally, in a core + CW-only game, a samurai who didn't use their class abilities would be low fighter-level if he just got a 2-hander and used power attack like a "regular" fighter does. It's using their class abilities that makes them monk-level. --Ghostwheel 04:39, 8 November 2011 (UTC)
I wouldn't be too sure about the requirements for TWF being taxing. When you have Str and Con to handle, getting a third important stat really takes a chunk out of your point buy. I fully know that TWF is suboptimal in general, though I wouldn't call it BAD, just uninspiring. On bonus damage, both ranger and fighter struggle to obtain it through items rather than class features which grant a minor boon (weaspon specilization and favored enemy respectively), so I would really consider them even on that.
The other thing that bugs me about that arguement is that it ignores the other features ranger has. None of these features are amazing, no sir, but I wouldn't say any of them hurt. They have a flankbuddy, they have spellcasting which however humble does have a few gems and, more importantly, the ability to use magic items with said spells without UMD or shinanigans, and the skills. I don't know if DD's assesstment is correct, but I very much thing out of combat powers ARE important in the scheme of things. Not all campaigns will be an endless stream of melee fights. Sometimes they need to track something. Sometimes they need a competant scout or stealth. The fighter can't supply in these situations, he literally doesn't have any class features besides swinging his sword better.
That's what gets me there. The ranger is a pile of mediocre powers (various class features) and so is the fighter (feats up the wazoo). The options to have an optimal attack method (two handing power attack) are available to both, but I don't see how the fighter pulls ahead just because its a 'class feature' for him.
....actually, on further thought, one could argue the fighter doesn't really HAVE class features, being nothing but feats. The only thing unique he gets is the weapon specailization chain, and that's not worth anything.
That basically is what I'm seeing this on. The fighter's benefits are "the weapon spec chain" and "feats are cheap" due to their number, while ranger is "utility" and "better TWF". Neither of those are nessicarly dependant if it's taking power attack or not, I'm considering that as something they both have. And with that, the utility aspect is prevallent enough that it has a (small) advantage over the fighter on average. There aren't any good feat chains which are so feat intensive that fighter is the only logical choice. All the good fighter feats usually can be done in with 2 or 3 feats.
Incidentally, the ideal ranger probably IS two-handed power attacking with the archery style (or TWF if you can't afford the Dex). Yeah, I'm not using one of its class features, but that's less important than the fact that I'm doing the same thing the fighter us, but with more utility. Not employing a class feature doesn't decrease their power, it just doesn't add any additional power to the grand total, and I'd say the rest of the features make up for "more feats than you really need". -- Eiji-kun 06:47, 8 November 2011 (UTC)
So the question here would be, "What is the Fighter doing with his feats to make himself Fighter-level?" They gain a lot from the first few feats, but the returns from each feat decrease as they run out of useful options. I think this is close enough and open-ended enough that it's going to have to come down to the math. I agree that it's irrelevant the extent to which they are using their class ability -- BAB is just as much a class feature as any unique ability. --DanielDraco 14:53, 8 November 2011 (UTC)
So Eiji, are you saying that just full BAB is enough to make a character fighter-level? If so, then the Warrior NPC class and the Samurai from CW should probably be bumped up to fighter level along with the ranger. That said, I'm not sure I agree, and if we're looking at the straight math, I think the ranger using either fighting style (rather than just two-handing a single weapon with power attack) will fall *way* behind an equivalent fighter just using power attack and maybe even spirited charge. --Ghostwheel 16:13, 8 November 2011 (UTC)
A Ranger is fully capable of using a two-handed weapon with Power Attack, though. If that's the best way to play one within the bounds of reason, then that's how it should be considered. If that makes it so that Samurai and Warriors are only very slightly inferior to Fighters, than either they should be upgraded to Fighter-level, or our low balance points should be reconsidered and redefined to have a clearer dividing line. --DanielDraco 20:36, 8 November 2011 (UTC)
Its not about the BAB (though it helps). The question should be, "this class has full BAB... and what else". Warrior has nothing else, so it's still monk. Samurai has barely anything (gimped TWF and intimidation) so its still monk. Monk has the "what else" but most of it isn't useful, it doesn't has full BAB, and suffers from MAD so its still monk. Fighter has something, excessive feats. Ranger also has something, oodles of moderate utility and all the stuff that makes up ranger.
I'm saying its rank should be a sum of its whole parts, and the usefulness or use of one particular feature should never be a deciding factor. -- Eiji-kun 22:13, 8 November 2011 (UTC)
-Curse you edit conflicing Eiji!-
The monk balance point applied to classes is for those that are falling behind by level 4 or so, because beneath that point life is really cheap and even the weakest guys can still contribute. The fighter balance point can be extended out to level 8ish before higher balance classes really start to leave them behind. Getting hung up on damage at these levels seems pretty silly, since a tripstar build is a fighter level option and isn't dealing impressive damage. Fighters get to do that or some other useful one-trick-pony thing with their bonus feats and are respectable in combat because of it. In contrast, all of the monk's abilities are combat related and they still suck at it by level 4. They don't keep up with Fighters in combat, don't gain enough skill points to contribute substantially to other areas, and basically don't have anything else to fall back on to justify their inclusion in the party. Warriors are in a similar boat since they don't have the same feat ability as fighters and aren't contributing much after level 4ish, so they're fine where they are. I have never cared enough about the samurai to have an opinion.
That baseline stuff out of the way so people know where I'm coming from, I can talk about the ranger. The ranger does not fall behind in combat like the monk does, largely by virtue of getting to use real weapons, having full bab, sources of minor bonus attack/damage, and slightly better bonus feats, but they do still fall behind the fighter. Regarding their specific options, TWF is not the best option for them but it's also not required that they take it. And the bow isn't amazing but carries a significantly smaller risk of engagement (and thus death) and is a better option for full-attacking for most of those levels. Behind the fighter is still behind the fighter though, and since they're not keeping up with the "do well in combat" guy they need to do well somewhere else to justify their inclusion. Their animal companion doesn't really do it, as it's generally a minor combat boost (though it could actually be a significant one if the bow ranger went horse archer) and doesn't add plot utility because of their limited understanding. The delayed growth it gets does not help it here. They get more skill points than the fighter and monk though, have good class skills, and since skills matter at these levels still that's something going for them that increases their utility over both of the reference classes. They also get spells, but their spellcasting is largely not combat relevant (late acquisition = low DCs; few combat relevant spells in the first place). It is fairly utility oriented though, with several useful defensive, healing, or plot related effects available to them at he level they first show up. The ability to wand/scroll that stuff without UMD is also useful, as it allows them access to useful effects when they show up in item form (often before they spell is available to the ranger).
I think all this adds up to is a class that is neither a star nor a pauper in combat, and somewhat useful out of combat. Which is substantially more than a monk level class. It's a shit load weaker than I thought it was, but it could justify its presence in a fighter level group after level 6 pretty easily. - Tarkisflux Talk 22:32, 8 November 2011 (UTC)
Huh, that was eloquent. While I can debate you the usefulness of an animal companion (even a gimped weak one), I agree with your analysis. +1 to that.
(EDIT: In related news, a good idea has been brought to me. What do you think of having examples of the upper and lower bounds of each of the tiers in question? Yes, balance points are always going to be fuzzy but it may be easier to figure out what tier fence-sitters are in if you can say "generic barbarian is about as strong as fighter gets" or "tripstar fighter is about as weak as rogue gets". What do you think about the idea?)-- Eiji-kun 00:14, 9 November 2011 (UTC)
I, for one, think that complete lists of SRD classes (and feats/spells/etc) by balance point would lead to more useful discusstion, and be more useful themselves.--Ideasmith 16:37, 9 November 2011 (UTC)
Before new stuff, I messed up a bit. While I stand by my assessment, I put a higher emphasis on utility than the current balance points really specify at those levels. While that looks like an oversight that I'd prefer just be written into them, I'm not going to do that yet in case someone has a reason not to. Reasons for doing that include making it easier to justify effective support/moderate combat classes as rogue level even when they can't really hold their own in combat against equal CR creatures for the majority of the game. That would imply that monk level options lack both support and combat utility in general as well.
Even without that mattering in the current balance points, I think the ranger probably maintains fighter level when played with a bow. They are quite competent with the bow past low levels, especially if built for them, and can target foes already engaged by their party members. It's also a valid counter for early flight based monsters, which begin to show up after monk level classes have become largely irrelevant. So even with my previous focus on things that don't actually matter in balance points as written, I think there's sufficient reason to move them up.
New stuff - There are already some sketchy boundaries for the balance points based on builds Eiji, and I don't think anything more than that is helpful or even useful (for reference, current writeup has Spirited Charger with proper gear in as low as rogue goes, while Tripstar is just highish fighter due to being useless against flyers). That's before we get into trying to get a consensus out of people for the actual build placements and the role of gear in the builds. As normal, if there's strong wiki support for it we can do it over my objections, but someone else gets to head up that discussion.
The idea of putting balance points on all the classes, feats, and spells/powers in the SRD was floated around a couple of years ago Ideasmith, but Surgo shot it down. I'm not actually sure why that was the case though. I don't have any real objections to it, but am worried that the attempt would be messy. - Tarkisflux Talk 17:51, 9 November 2011 (UTC)
I believe the specific suggestion was shot down because it involved messing with SRD pages. Since my suggestion would not involve doing more than linking to the pages (if that) it might well fly. Assuming I remember/interpreret Surgo correctly.--Ideasmith 18:15, 9 November 2011 (UTC)

Naming Conventions

Anyone have a problem with changing "rogue level" to "warblade level"? With the optimization you need to go through in order to make the rogue class what we right now define as rogue-level, it seems to make more sense to newcomers (and to me) to rename it that for the sake of clarity.

Edit: While we're at it, we may also want to change from "points" to "ranges", since "points" seems to imply that there's a single point, while "range" inherently implies that there's a range to fall in. --Ghostwheel 19:42, 16 April 2012 (UTC)

As it stands, rogue level really does mean "Balanced against ToB" for this wiki. I completely agree. Warblade is really a better frame of reference, I think. --Aarnott 19:45, 16 April 2012 (UTC)
I've already pointed out on IRC that the rogue is partially useful because it's easily available as an SRD reference on this wiki as opposed to having to go to a sourcebook for ToB, but I also have no disagreements with the claim that the warblade is in all a better measuring stick for that balance level. - TG Cid 22:17, 16 April 2012 (UTC)
I'm not opposed. - Tarkisflux Talk 02:05, 17 April 2012 (UTC)
Sounds like we have 4 people who are fine with it... I'll start making the changes on this page, could someone run a bot to replace "rogue" with "warblade" everywhere on the wiki where it appears in an author box? Thanks. --Ghostwheel 03:04, 17 April 2012 (UTC)
Unless I had something like 20 people sign on already, I wouldn't want to change it same day. It's a wiki, people aren't here all the time, and we wait to institute changes like this until after they've had a reasonable period of time to check it out. So we give this at least a week, and then change things over if it still looks good.
As for the technical bits, we've been having issues with ReplaceText lately. I'll probably just edit the author template to accept both and display Warblade. But not yet. This gets some discussion time first, even if it's unlikely to actually change the outcome. - Tarkisflux Talk 03:44, 17 April 2012 (UTC)
Whelp, at least when the decision goes through, we can just revert the page back to my edit :-P --Ghostwheel 05:17, 17 April 2012 (UTC)
I like 'Rogue Range' much better than 'Warblade Range'. I played 3.5e for only two years, but I never ran into any Warblades? Heck, I'm going to have to go and research what the heck a Warblade is, right now. Haha. Besides, simply being introduced to 'Balanced Points' on this wiki was enough for me to get the idea of what you guys are trying to accomplish. Using the Rogue Class really did help me to understand the power differences already found in the SRD Classes. But that is just me. --Jay Freedman 05:59, 17 April 2012 (UTC)
Both Bard and Psychic Warrior are, according to the archive, at Rogue balance point. Both are accessible without purchasing an out-of-print book. would either of these be a better choice than rogue?--Ideasmith 12:37, 17 April 2012 (UTC)
Both bard and psychic warrior need that extra "oomph" of optimization in order to actually reach the kind of damage we're talking about--in fact, the bard is all over the place, since on one hand it be wizard-level with its various spells and abilities, or fighter-level if it isn't used very smartly, so that's a bad example all-in-all, I think. The psychic warrior starts at fighter-level, and remains there if you choose poor feats and powers, but can become rogue-level with the right selection. Unlike either of them though, the warblade is rogue-level out of the box without much need for optimization at all. --Ghostwheel 16:58, 17 April 2012 (UTC)
On the same vein, I suggest that we rename Fighter-level to Barbarian-level. Fighters require a lot of good feats and a solid build to be what we consider "Fighter-level". Barbarians just need Power Attack and they can perform as well as the optimized fighters of this level of play. So, for clarity, naming it "Barbarian" will be helpful, I think. --Aarnott 23:59, 18 April 2012 (UTC)
Makes sense, I can get behind that. --Ghostwheel 00:09, 19 April 2012 (UTC)
Another thought was to go back to the old suggestion from before--instead of using class levels which could easily raise hackles (MONKS ARE THE MOST POWERFUL CLASS EVAR!!), perhaps we might consider non-specific names. So for example, instead of Monk, Barbarian, Warblade, Wizard, it could become something like Mortal, Daring, Heroic, Legendary/Mythic, or something like that. I think that would make people want to understand what we mean by that more even, rather than assuming things based on the class they see before they understand the system we have in place. --Ghostwheel 00:47, 19 April 2012 (UTC)
I second Ghost’s proposal, for it adds much greater lucidity and mitigates predisposition; with the succession: Mortal, Heroic, Legendary, Mythic--Franken Kesey 00:57, 19 April 2012 (UTC)

→Reverted indentation to one colon

I'd definitely prefer Mortal, Daring, Heroic, Mythic. Calling our "3rd" tier Legendary is a stretch, I think. And I definitely support it that way :). --Aarnott 01:07, 19 April 2012 (UTC)
What Aarnott said. --Ghostwheel 01:07, 19 April 2012 (UTC)
TIL that Mortals can teleport more than 400 feet once per day. --Foxwarrior 01:24, 19 April 2012 (UTC)
How about Weak, Competent, Solid, Powerful? --Ideasmith 01:35, 19 April 2012 (UTC)
Nah, MDHM is better as far as conveying power levels. I support that naming convention in particular because it lines up with things I have pointed out earlier.Change=Chaos. Period. SC 02:15, 19 April 2012 (UTC)

Ditching the SGT

I've talked about it before, but I'm actually going to propose something that we can hack away at (or totally discard if we think it is stupid).

First off, I think it would be good to define the goals of a good balance system:

  • Allows categories for homebrew to fit in that fit certain playstyles for how strong characters are expected to be and what kind of capabilities they have.
  • Is capable of being applied to any sort of homebrew that introduces character options and preferably can even be applied to things DMs use (like monsters).
  • Is easy to use and, generally, won't cause huge arguments over what category a particular article should fit in.
  • Can categorize utility abilities as effectively as combat abilities, because, really, a +100 to spellcraft should not be in the same category as a +2.

Just to emphasize why I think the SGT falls short:

  • It isn't applied to items (or at least the current version isn't).
  • The challenges we compare against are pretty much a categorical pass/fail. "Can I fly? Nope. I fail that one. Can I use a strong ranged attack? Yep. Okay I pass that one".
    • This can lead to a class (if we take it literally) where the class feature at 1st level is "flip a coin, if you get heads, you win the encounter, if you get tails, you lose". This would be considered rogue level. We have no base definition to say that this is a really stupid idea.
  • The challenges are mostly combat oriented, but we try to throw in a few utility challenges to hopefully offset any classes with tons of utility but little combat.

My idea is to make a list of general traits that fit each balance level. A good article will be able to meet the traits for the balance level, but not have ANY in a higher balance level and try to have few in lower balance levels. Otherwise, we can call it poorly designed. Note: this means a lot of SRD classes would be considered poorly designed, which I think most people can agree on anyways.

I'm going to use our current naming conventions, but they are definitely not set in stone... This is an example of how the list might be formed.

Classes

Note: These assume no items, but do assume the Big 6 are used. Items are categorized separately. As a result, use Balanced Wealth for basic level bonuses because it gives an even spread of where they should come from.

Monk level traits

  • Melee class with 3/4 BAB
  • Bad ranged options available at 1st level
  • No spells
  • MAD (3 or more attributes) with a difficult choice for a "primary" ability
  • Combat options are generally limited to the default ones (disarm, trip, etc)
  • Very limited access to strong status effects (dazed, stunned, paralyzed, etc.)
    • Duration of these effects are very short or have a negligable save DC
  • No save or die effects
  • Rely on damage to defeat opponents
  • Assuming because of MAD, attack rolls and damage get average +2/+2. Increases to +4/+4 at level 6, +6/+5 at level 11, +10/+8 at level 16, and +12/+10 at level 20.
    • Level 1 damage ~10 at +0
    • Level 6 damage ~17 at +7
    • Level 11 damage ~37 at +14
    • Level 16 damage ~60 at +22
    • Level 20 damage ~74 at +27
  • Skills(?) --> not sure about this

Fighter level traits (should consider renaming to barbarian level!)

  • Melee class with full BAB
  • Martial ranged options available at 1st level
  • No spells or very low-powered "fighter-level" spells (ie. Paladin/Ranger)
  • MAD (2-3 attributes) but a "primary" ability is fairly easy to pick
  • Additional combat tricks (Rage, sneak attack)
  • Limited access to strong status effects (dazed, stunned, paralyzed, etc.)
  • Save or die effects have an easy DC, but may exist
  • Rely on damage to defeat opponents
  • Primary ability contributes to attack/damage.
    • Level 1 damage ~10 at +5
    • Level 6 damage ~18 at +12
    • Level 11 damage ~25 at +21 or 45 at +16
    • Level 16 damage ~40 at +30 or 65 at +25
    • Level 20 damage ~45 at +40 or 65 at +35 or 85 at +30

Rogue level traits

  • Melee class with full BAB
  • Striker with 3/4 BAB
  • Spells are direct damage or buffs.
  • No save or dies until upper levels (15+).
    • Otherwise, they should have a low DC.
  • Flight around level 10.
  • Strong status effects available, but short lasting.
    • Save or lose spells that are really short duration are fine.
  • Abilities tend to have a fair DC of 10 + 1/2 character level + ability mod
    • Spells model this closely enough
  • Single or 2 attribute dependancy.
  • Primary ability contributes to attack/damage.
    • Level 1 damage ~10 at +5
    • Level 6 damage ~25 at +15
    • Level 11 damage ~40 at +25
    • Level 16 damage ~60 at +35
    • Level 20 damage ~80 at +40

Wizard level traits

  • Full spellcaster with "wizard level spells" (this would be defined elsewhere)
  • Save or Die effects starting at 7th-9th level
  • Flight around level 5
  • Teleportation around level 9
  • Save or lose from 1st level
  • Single or 2 attribute dependancy.
  • Minions that can give more actions per round (by acting themselves)
  • Utility spells/abilities that can avoid skills completely or trivialize them (knock, glibness, fly)
  • Don't usually win through damage, but rather save-or-die or save-or-lose effects.

--

So that is a rough idea. We can make a page to expand on it if people like this idea. The main thing is that a class should fit for the most part into one category. It's okay for some overlap in definitions as well. I feel that once you cross a certain threshold upward, a class should be considered part of that balance level. And if it is generally monk-level, for instance, with a couple fighter level abilities, it probably should be either nerfed or beefed up.

Thoughts? --Aarnott 18:17, 17 April 2012 (UTC)

One thing to note. Feel free to come up with better definitions. This is a very rough draft. The main illustration here is how it would be implemented. --Aarnott 18:46, 17 April 2012 (UTC)
I think I like this better than what we have. With some clear guidelines, that can always be updated when edge cases show up and are argued, we could have a very solid way of defining classes without getting into the subjectivity of the SGT, items, etc. --Ghostwheel 23:29, 17 April 2012 (UTC)
I got asked to take a look at this and chime in on text. I don't really care, do what you want. Surgo 15:15, 18 April 2012 (UTC)