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== XPH + ToB < Wizard/Cleric ==
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==Archive==
  
It looks like you have a rather rough gradient here for the balance distinction that really matters. XPH and ToB tends to be weaker than wizards, clerics, and Frank and K stuffs. I foresee problems with users who want an XPH level of balance not knowing where to categorize. Is it an overpowered rogue or an underpowered wizard? Another layer might help avoid this problem. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 01:16, September 7, 2009 (UTC)
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This page gets long, and old discussions have been moved [[Dungeons and Dragons Wiki talk:Article Balance/Archive|here]] to keep it a bit more legible.
  
:I personally would just rank the Psion with the Sorcerer and the PsyWar with the Rogue. Warblade definitely goes with Rogue. Does anyone disagree with this? (I really don't think anything I listed is better than the Rogue, and the Psion is basically a Sorcerer with a little more suck added on.) I don't want the layers to get too fine-grained is all. [[User:Surgo|Surgo]] 01:22, September 7, 2009 (UTC)
 
  
::Here are some more classes for how I see the breakdown:
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== Other Balancing Type ==
::*Monk level: Paladin, Ranger (not paired with Scout), Healer, Swashbuckler (not paired with Rogue)
 
::*Fighter level: Warlock, Warmage, Hexblade, Spellthief (except under specific circumstances in a spellcaster-heavy campaign), Scout, Marshal
 
::*Rogue level (balanced classes): Rogue, Ranger (when paired with Scout), Swashbuckler (when paired with Rogue), Warblade, Swordsage, Duskblade, Psychic Warrior, Crusader, Factotum, Dread Necromancer, Bard. A lot of Tome material, especially the base classes written up by Frank and K (though not so much their Prestige Classes, or some of the others written by other people) balance at this level, and this is where I believe true balance to be found.
 
::*In between Rogue and Wizard level: Sorcerer, Psion, Erudite (no spells-to-power variant), Wilder, Favored Soul, Beguiler,
 
::*Wizard level: Wizard, Cleric, Druid, Artificer, Archivist (actually unsure about this one, might be a tier lower), Erudite (spells-to-powers variant)
 
::<s>That said, I think it would be a good idea to mention that the classes that are higher tier are not powerful if you don't build them right; for example, in many campaigns I've played online, I see wizards preparing spells like Magic Missile, Scorching Ray (no metamagic), Fireball, Cone of Cold, etc. These characters would probably fit closer to the Fighter level, perhaps even below the Warmage than they would at the highest tier.</s> --[[User:Ghostwheel|Ghostwheel]] 01:37, September 7, 2009 (UTC)
 
  
:::I just want to underscore again, before we go any further (and before I reply to anything here), that these aren't supposed to be definite rankings of classes or even all that finely-grained; their one large purpose is to say to a prospective viewer "if your campaign includes (this Wizards thing), this article (is / is not) okay to use." [[User:Surgo|Surgo]] 02:46, September 7, 2009 (UTC)
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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? --[[Special:Contributions/92.236.245.154|92.236.245.154]] 14:50, 22 April 2011 (UTC)
  
::::Fair enough. I'm more concerned about how these balance points apply to ratings. Do we give a bad rating to something that has a balance point in between rogue and wizard? I'd hope not if it was intended to be balanced that way. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 13:45, September 7, 2009 (UTC)
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: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. --[[User:Foxwarrior|Foxwarrior]] 15:16, 22 April 2011 (UTC)
  
:::::Oh, certainly not. These really shouldn't apply to how ratings work -- this is a tool for DMs. [[User:Surgo|Surgo]] 14:11, September 7, 2009 (UTC)
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::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. [[User:Karrius|Karrius]] 19:48, 22 April 2011 (UTC)
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:::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!'''
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:::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.
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:::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. [[User:Spazalicious Chaos| SC]] 03:31, 25 April 2011 (UTC)
  
:::::: So where do we, as a wiki place "balanced"? Let's say there's a class that gets clerical casting (including 2 domains), d8 HD, armor/weapon proficiencies as the cleric, and has no Turn Undead; however, at first level they get a +1 luck bonus to attack and damage that rises by another 1 every 3 levels (to a max of 3), at level 7 they gain a permanent +6 enhancement bonus to str and their BAB rises to meet their character level, and at ninth level they gain a size category, +4 str, DR, etc (sound familiar?) Would this class be considered balanced when it's at the same power level as a DMM cleric?
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::::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. --[[User:Foxwarrior|Foxwarrior]] 05:03, 25 April 2011 (UTC)
:::::: At any rate, my point is... what's balanced here? Are things that have the same/more power than the wizard level balanced? Things that have the same power as the rogue level? Or those that have the same power as the fighter level? Or is everything perhaps simply balanced according to its power level? (So clerics are balanced to the wizard power level while healers are not underpowerd, but are instead balanced to the monk power level?) --[[User:Ghostwheel|Ghostwheel]] 17:47, September 7, 2009 (UTC)
 
  
:::::::I don't think the question of where the wiki places balance is relevant, or rather, I don't think it should be answered site-wide. Balance is something that happens in an indvidual campaign, it's not something that happens across the entire wiki on a single point. As for your example class...yeah, that class would be thrown in at "wizard" level and would fit in okay there, probably.
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:::::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.
  
:::::::So when a class shows up and it declares "I'm trying to be around this level", that's what I'm going to judge it as. I'm not going to try to answer the question site-wide whether there's One True Balance Point because while all my campaigns are tome campaigns, there are seriously people out there who think that the Monk is the One True Way (seriously). These people are weird and in my opinion pretty stupid, but the wiki can service their campaigns as well. No need to get more restrictive than that, is my opinion. So I guess my long-winded answer to this is "balance is campaign dependent" (which doesn't mean it can't be argued, because it totally can within where you're trying to set something down (like your arguments that some Tome caster PrCs are overpowered) but it does mean that some people are going to play at the Monk level and be at least okay).
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:::::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. - [[User:Tarkisflux|Tarkisflux]] 06:33, 25 April 2011 (UTC)
  
:::::::This wasn't asked or even noted but I feel like saying it too -- this is one of the multitude of reasons we have a rating committee to rate the quality of classes posted. I mean, it's pretty clear by now at this point in 3.5's life cycle that there is no function that takes in a class and decides balance (or even how well it does against monsters, really) or ''goodness'' and that's why we've got 9 pretty smart guys and gals here to do that job. [[User:Surgo|Surgo]] 18:57, September 7, 2009 (UTC)
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::::::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. - [[User:ThunderGod Cid|TG Cid]] 20:33, 25 April 2011 (UTC)
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:::::::Nah, I like this beacuse it obviously a watered down version of [http://en.wikipedia.org/wiki/Big_Eyes,_Small_Mouth| besm] that roll-players can wrap their heads around. Obviously.
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:::::::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.
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:::::::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. [[User:Spazalicious Chaos| SC]] 04:29, 26 April 2011 (UTC)
  
::::::::Some balance point metaphors. Cause I'm hungry.  --[[User:Jay Freedman|Jay Freedman]] 19:00, September 7, 2009 (UTC)
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::::::::Potato. -- [[User:Jota|Jota]] 04:40, 26 April 2011 (UTC)
::::::::*Vegetarian  (bread and sauce.)  (no use, broken)
 
::::::::*French Dip  (all meat.  no lettuce and tomato.)  (over use, munchkin)
 
::::::::*B.L.T.  (lettuce and tomato, but no meat.)  (some use, fighter & paladin)
 
::::::::*Turkey Sandwich  (good mix.)  (useful, ranger & rogue)
 
::::::::*Everything Burger  (it has it all.)  (useful anytime, wizard & sorcerer)
 
  
:::::::::Please avoid posting this useless nonsense here when people are trying to have a useful discussion. [[User:Surgo|Surgo]] 19:01, September 7, 2009 (UTC)
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:::::::::Potato. --[[User:Undead Knave|Undead Knave]] 04:47, 26 April 2011 (UTC)
  
:::::::::: So judge classes based on the power level tier they're shooting for, gotcha. That sounds fair. Perhaps we should add a section to the class-creation template of what tier of power the author is making it for? (Choose on of the following options, Monk, Fighter, Rogue, Wizard?) --[[User:Ghostwheel|Ghostwheel]] 19:12, September 7, 2009 (UTC)
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::::::::::Potato. -[[User:MisterSinister|MisterSinister]] 05:05, 26 April 2011 (UTC)
  
{{Discussion Indentation Revert}}
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:::::::::::Potato. --[[User:Foxwarrior|Foxwarrior]] 05:12, 26 April 2011 (UTC)
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::::::::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.
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::::::::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.
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::::::::--[[User:Havvy|Havvy]] 05:24, 26 April 2011 (UTC)
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== Idea for inconsistencies ==
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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? --[[User:DanielDraco|DanielDraco]] 04:04, 18 August 2011 (UTC)
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: [http://images.wikia.com/starwars/images/e/e0/Yoda_SWSB.jpg Approval of mine you have, yeeees.] --[[User:Ghostwheel|Ghostwheel]] 04:07, 18 August 2011 (UTC)
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::I would label it bad homebrew and slap a delete template on it.
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::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.
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::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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  04:17, 18 August 2011 (UTC)
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:::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.
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:::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. --[[User:DanielDraco|DanielDraco]] 04:24, 19 August 2011 (UTC)
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::::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.
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::::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.
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::::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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  06:58, 19 August 2011 (UTC)
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:::::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. --[[User:Aarnott|Aarnott]] 18:37, 19 August 2011 (UTC)
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== Ranger = Monk? ==
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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. -- [[User:Eiji-kun|Eiji-kun]] 03:23, 8 November 2011 (UTC)
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: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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  03:37, 8 November 2011 (UTC)
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::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.
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::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.
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::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.
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::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. --[[User:DanielDraco|DanielDraco]] 04:32, 8 November 2011 (UTC)
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::: Damn, edit conflict. Will post what I had, and will read above change after.
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::: 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.
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::: 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.
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::: That's what I figured, at any rate. --[[User:Ghostwheel|Ghostwheel]] 04:36, 8 November 2011 (UTC)
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::: 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. --[[User:Ghostwheel|Ghostwheel]] 04:39, 8 November 2011 (UTC)
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::::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. 
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::::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.
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::::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.
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::::....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.
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::::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.
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::::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".  -- [[User:Eiji-kun|Eiji-kun]] 06:47, 8 November 2011 (UTC)
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:::::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. --[[User:DanielDraco|DanielDraco]] 14:53, 8 November 2011 (UTC)
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:::::: 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. --[[User:Ghostwheel|Ghostwheel]] 16:13, 8 November 2011 (UTC)
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:::::::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. --[[User:DanielDraco|DanielDraco]] 20:36, 8 November 2011 (UTC)
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 +
::::::::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.
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::::::::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. -- [[User:Eiji-kun|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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  22:32, 8 November 2011 (UTC)
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 +
::::::::::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?)-- [[User:Eiji-kun|Eiji-kun]] 00:14, 9 November 2011 (UTC)
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 +
:::::::::::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.--[[User:Ideasmith|Ideasmith]] 16:37, 9 November 2011 (UTC)
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 +
::::::::::::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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  17:51, 9 November 2011 (UTC)
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:::::::::::::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.--[[User:Ideasmith|Ideasmith]] 18:15, 9 November 2011 (UTC)
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 +
== 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.
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 +
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. --[[User:Ghostwheel|Ghostwheel]] 19:42, 16 April 2012 (UTC)
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: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. --[[User:Aarnott|Aarnott]] 19:45, 16 April 2012 (UTC)
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::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. - [[User:ThunderGod Cid|TG Cid]] 22:17, 16 April 2012 (UTC)
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 +
:::I'm not opposed. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  02:05, 17 April 2012 (UTC)
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:::: 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. --[[User:Ghostwheel|Ghostwheel]] 03:04, 17 April 2012 (UTC)
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 +
:::::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. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  03:44, 17 April 2012 (UTC)
  
:Yeah, once this page is finished up I'll be editing the preloads and author template for just that purpose. [[User:Surgo|Surgo]] 19:16, September 7, 2009 (UTC)
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:::::: Whelp, at least when the decision goes through, we can just revert the page back to my edit :-P --[[User:Ghostwheel|Ghostwheel]] 05:17, 17 April 2012 (UTC)
  
:: While most of the classes up here are straightforward, it's difficult to get a sense of what the balance levels mean for some of the classes that change based on how they're played. It might be helpful to include classes+playstyles for the really variable classes, like how the single barbarian entry is already done. Blastan wizards at fighter level, regular wizards at rogue level, and optimized tactical wizards at wizard level (or whatever) would give a better idea of what the levels represent. [[User:Tarkisflux|TarkisFlux]] 22:33, September 10, 2009 (UTC)
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::::::: 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.  --[[User:Jay Freedman|Jay Freedman]] 05:59, 17 April 2012 (UTC)
  
== Award Balance Ratings ==
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:::::::: 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?--[[User:Ideasmith|Ideasmith]] 12:37, 17 April 2012 (UTC)
  
I'd like to start giving different content on the wiki ratings of Monk, Fighter, Rogue, or Wizard, and if the author disagrees they can change it and/or rebalance it to fit the tier they're shooting for. Is there any template that I could use to start this? If anyone disagrees with the rating given, we can start talking about it on the talk page, but while I'd like to start giving preliminary ratings, the author will be the final decider. --[[User:Ghostwheel|Ghostwheel]] 00:27, September 18, 2009 (UTC)
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::::::::: 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. --[[User:Ghostwheel|Ghostwheel]] 16:58, 17 April 2012 (UTC)
  
:I second the motion!  Slap them puppies with balance. The authors can consider it feedback and change it later.  Oh and, good luck. --[[User:Jay Freedman|Jay Freedman]] 06:40, September 18, 2009 (UTC)
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:::::::::: 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. --[[User:Aarnott|Aarnott]] 23:59, 18 April 2012 (UTC)
  
::That was the end goal, which I haven't been able to do myself because, well, grad school. There is no actual template to use, it's just a parameter in the author template. |balance=Monk, |balance=Fighter, |balance=Rogue, or |balance=Wizard. (What |balance=(thing) actually will do is link (thing) to an anchor in this page.) [[User:Surgo|Surgo]] 18:16, September 19, 2009 (UTC)
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::::::::::: Makes sense, I can get behind that. --[[User:Ghostwheel|Ghostwheel]] 00:09, 19 April 2012 (UTC)
  
:::Ok, I've got the basics of this sorted out [[User:Tarkisflux/sandbox/Template:Junk|over here]], but I don't want to move it into the author template just yet (after last night, I'm taking my time and I may give the author template some cleaning in general). There are also two behaviors we need to choose from for when people specify invalid balance types for their work. In case 1 it throws up a note that the balance point is specifically not to wiki guidelines and links them to the balance page, and in case 2 it just tries to find the balance point anchor on this page and fails, linking them back to the balance page but not indicating the failure otherwise. Neither is harder to implement, so it really is a question of preference. Anyone have one?
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:::::::::::: 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. --[[User:Ghostwheel|Ghostwheel]] 00:47, 19 April 2012 (UTC)
  
::::Revised author template is live now (and I fixed a spacing issue in there). I went with the "This page doesn't meet standard guidelines" balance entry for when people pick weird crap, if there's any desire for the other way I can always change it. We may need to re-edit and save all of the pages with the tag on it already, since it doesn't seem to auto-update pages with the template on it when the template changes, unless someone wants to bot it. - [[User:Tarkisflux|TarkisFlux]] 02:05, September 24, 2009 (UTC)
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::::::::::::: I second Ghost’s proposal, for it adds much greater lucidity and mitigates predisposition; with the succession: Mortal, Heroic, Legendary, Mythic--[[User:Franken Kesey|Franken Kesey]] 00:57, 19 April 2012 (UTC)
  
== Balance of Races ==
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{{Ri}}
  
Human's a good rogue-level benchmark for virtually all classes. Ask yourself, "Is this the same in power as a human in the class that it would be most powerful at?" If yes, it's rogue-level as well. If it's weaker, it might be fighter or monk level. If it's stronger, it's probably wizard tier. So a gray elf is stronger than the human at being a wizard (+2 int > bonus feat for wizards), while half-orc is weaker than a human at being a warblade/crusader (meleers REALLY need those feats), and as a warblade or crusader the dwarf is about as good as a human (bonus feat is nice, but dwarves get all those yummy bonuses). Same to the halfling as a rogue.  Half-elf doesn't compare to human almost anywhere apart from super-specialized builds, so it would receive the monk balance level. Also, some people might say that in the long run one's race doesn't matter, since ability bonuses are overcome through items; however, given the same items, a gray elf wizard is always going to have a higher DC than a human (the same difference as level one) as well as a bonus (two, perhaps) spell (also the same as at level one). --[[User:Ghostwheel|Ghostwheel]] 02:55, September 23, 2009 (UTC)
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: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 :). --[[User:Aarnott|Aarnott]] 01:07, 19 April 2012 (UTC)
  
: I strongly believe races should be handled differently, the balance point system is pretty but i don,t think it can universally applied everywhere. I may have my own little idea on how to do so, since we don't want to split the balance system too much it going in the same direction as balance point. I would so totally prove my point and write my system but I feel lazy today. --Leziad 03:00, September 23, 2009 (UTC)
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:: What Aarnott said. --[[User:Ghostwheel|Ghostwheel]] 01:07, 19 April 2012 (UTC)
  
::So based on Mibbit discussion we seem to have come to the consensus that do to its versatility, human is a good rogue-level benchmark for rating races. There was some disagreement, however, over the universality/finality of the placement of each race. For example, no one seemed to disagree that a half-lunar sorcerer was effectively wizard-level in that combination, but the current page does not provide for the combination, it only states a race. Therefore I propose that races be followed in parentheses by the classes that they are assumed to be progressing in, for example: Half-Lunar (Sorcerer) or Strongheart Halfling (Rogue) would be wizard-tier for their respective classes, while a half-orc wizard would be monk level or worse (not that you need every combination under the sun). -- [[User:Jota II|Jota]] 03:01, September 23, 2009 (UTC)
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:::TIL that Mortals can teleport more than 400 feet once per day. --[[User:Foxwarrior|Foxwarrior]] 01:24, 19 April 2012 (UTC)
  
:::As is, this so doesn't work. IMO, races should not have a balance point unless they are a ECL race that involves taking it instead of class levels. Noone is going to try to balance around the half-orc or half-elf, and I don't think we should encourage that. Races are also a lot trickier. The gray elf is rated as "wizard tier", while the hill dwarf is rated as "rogue tier". Why? Isn't giving +1 HP/level, the ability to tumble in full plate, +2 to all saves, huge bonuses vs poison, and the awesome stonecunning to fighter equal to what is basically +1 to spell DCs and AC at the cost of HP? The gnome, point-for-point, has some of the smallest racial benefits, but when applied to a focused illusionist or beguiler they suddenly become totally awesome. This I feel makes the system unworkable. Races should be handled on a case-by-case basis - figure out what classes the race is best for, and compare them to the other races that are best for that class. Figure out how much they're ahead or behind by, and if it's acceptable amount. Even if they're outright better, that can be OK - a race especially well suited to a class that doesn't have a race already well suited to is perfectly balanced. [[User:Karrius|Karrius]] 05:04, September 23, 2009 (UTC)
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:::: How about Weak, Competent, Solid, Powerful? --[[User:Ideasmith|Ideasmith]] 01:35, 19 April 2012 (UTC)
  
::::Upon thinking it over again (sorry guys), Karrius is pretty much right here. Balance points for races should probably be omitted. [[User:Surgo|Surgo]] 14:59, September 23, 2009 (UTC)
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:::::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)
  
::::: Done and done. --[[User:Ghostwheel|Ghostwheel]] 16:57, September 23, 2009 (UTC)
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::::::Weak also implies "bad", which we'd like to avoid, especially when the next level up is "competent". Monk-level, as we call it now, is a perfectly acceptable balance level to play at. I don't want to be telling people that like playing monk-level games that their characters are incompetent. --[[User:Aarnott|Aarnott]] 16:15, 19 April 2012 (UTC)
  
== Balance of Anything ==
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:::::::I have previously argued for a similar naming convention, and prefer it to the class based naming convention we presently have. Surgo's primary objection to such a scheme at the time was that it couldn't be used easily in a sentence. As he has indicated he doesn't really care what direction we take this discussion (and I think his objection was overstated anyway), I don't think that's relevant anymore.
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:::::::In short, I'm for it and don't see any bureacrat vetoes of it. I would suggest one change though. I'd prefer Legendary to Mythic, so that the progression was MDHL instead of MDHM and we don't reuse the letter M. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  17:30, 19 April 2012 (UTC)
  
I've noticed that this system is clunky when it comes to anything other than classes. Magic items can't be balanced against "rogue" and feats can't be balanced against "wizard". I suggest we abstract this system a bit more in the names of each category and have 4 options: low power (monk), moderate power (fighter), standard power (rogue), high power (wizard). Those names would need a bit of tweaking (standard power in particular). We can still have the descriptions of what each mean in terms of classes, but we can expand it to encompass races, feats, magic items, etc. This change will better allow us to achieve the wiki goal of providing accessible content at different balance levels. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 15:40, September 28, 2009 (UTC)
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:::::::: While we're changing these, I think it should be balance ranges or tiers instead of points, since each tier/range can contain a wildly divergent array of classes, each one more or less power than the last. I'm not even sure "balance '''levels'''" fit, since they're not really levels... tiers then? "This class is mortal tier," or somesuch? And yeah, Legendary is fine in my mind. --[[User:Ghostwheel|Ghostwheel]] 18:07, 19 April 2012 (UTC)
  
:What I wanted to do was provide examples that weren't just classes (though the names can probably be left behind as classes as they represent it well). For feats we have the monk tier (alertness, weapon focus, most feats in the game), the fighter tier (power attack), the rogue tier (quicken spell), and the wizard tier (divine metamagic). [[User:Surgo|Surgo]] 15:47, September 28, 2009 (UTC)
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{{ri}}
  
::I added in feats. We'll need some discussion on categorical examples for magic items. [[User:Surgo|Surgo]] 15:54, September 28, 2009 (UTC)
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:"Balance Tiers" is bad for term confusion reasons, and I oppose it. I'd take ranges though. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  22:49, 19 April 2012 (UTC)
  
:::Um, yeah, good that feats and the odd stuff has been added in, but, just to comment on a point above, it'd be very unwise to call anything 'standard', regardless of how you play the game, since that could offend some people. Anyways, the idea of this system was to accept all levels of material, and not label one as 'standard' or 'best', after all. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 16:37, September 28, 2009 (UTC)
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::I'm somewhat opposed to calling Monks "Mortal Tier". A level 20 Monk is an outsider who doesn't appear to age, is immune to diseases and poisons, turns into a wispy ghost thing, teleports about a sixth of a mile every day, kills people 20 days after he's last been on the same plane as them, and (barely) survives skydiving into lava without a parachute. I'd suggest a name like "Wimpy Tier", but apparently that's bad form. "Modest" or "Moderate" tier, maybe. "Simple"? --[[User:Foxwarrior|Foxwarrior]] 02:06, 20 April 2012 (UTC)
  
::::I agree with Rith on the phrasing of it, and I would also add: are you sure we should include the feats under (within) the class levels of balance? I feel like they're subcategories or something rather than parallels, if that is understandable? -- [[User:Jota II|Jota]] 17:05, September 28, 2009 (UTC)
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:::Using terms that do not actually denote a degree of power (e.g., "Mythic," "Heroic") is problematic because it does not form an obvious scale. A new user will not be able to distinguish between them without having to research our system. And even then, they have to memorize the sequence. It's not casual-user-friendly -- and our chief problem here on the wiki is appealing to casual users who happen to stumble upon us. On top of that, it carries implications even more than terms like "weak" do. "Legendary," "Mythic," "Heroic," and the like carry a very profound meaning, and their scope extends far beyond a simple metric of power.
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:::On the other hand, terms that directly describe a degree of power in a scale of superlatives and comparatives has the issue of making people shy away from the ones labelled "Weak." So what we need is a system with terms that form an obvious scale, but carry no connotations. Basically, we can't use words, because it's impossible to accomplish both of those with verbal descriptions.
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:::So I'd suggest abstracting it to letters or numbers. I'd suggest letters, since with numbers there is the ambiguity of whether we are scaling top to bottom or bottom to top; with letters, people generally understand A to denote the highest category. So I'd suggest something along the lines of A-Class, B-Class, C-Class, and D-Class. Sure, it's boring, but it's about as clear as possible, and it minimizes prejudice about as much as we can while still actually providing information. --[[User:DanielDraco|DanielDraco]] 02:32, 20 April 2012 (UTC)
  
:::::I would also put in my voice for a different names of balance standard than the class names if EVERYTHING will be under them. If we call rogue "SGT Level", wizard "Tome Level" (or something), and fighter someone like "Core Melee Level", then that would likely work better. I also think you'd only really need 3 balance levels - as much as it sounds elitist, core monk class / toughness feat level is quite frankly unacceptable. [[User:Karrius|Karrius]] 18:32, September 28, 2009 (UTC)
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::::Any obvious letter scale is going to include negative connotations. Aside from standard references to letter grades, similar classifications schemes are used in all sorts of regulatory structures to denote product quality. The information provided by such a scheme to a casual observer who is not aware of what we are doing with it is that "this material is better or worse than some other material". It's not even clear that we're referring to playstyle concerns instead of quality. As such, I remain firmly against such a scheme.
  
::::::I'd like to note for this discussion that any changes, provided they aren't too drastic, can easily be bot-fixed by me so stuff that's already been written as "|balance=rogue" (or whatever) can be easily changed to what it needs to be. With that out of the way...just remember the rule: the system should '''not too fine grained!''' [[User:Surgo|Surgo]] 18:35, September 28, 2009 (UTC)
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::::Attempting to come up with a balance indicator that doesn't require someone to look at the page is a fools errand. I would rather get people to say "Huh? What does this mean?" and follow the link to an explanation than assume that they understood it because it was overly simple and 'obvious'. If we want to increase casual user accessibility, we should make the balance page more casual friendly by including playstyle examples, hiding the detailed balance stuff in a spoiler block, or whatever. We should make it easier to learn what we mean with our terminology, rather than make our terminology so easy that it invites confusion from those who aren't confused enough to look it over.  
  
:::::::I had guessed at that. I assume that a name change is overall desired, however? I also think it needs to be clarified how stuff is ranked. The current problem I see for more module things like spells is that there's a minimum and a maximum pulling at them in different directions. Bless is perfectly fine to cast in any tier, as it won't be overpowered or underpowered in any, being a nice, utility ability. Fighters are underpowered in many games, and Druids are overpowered. Rogues tend to be neither. ETC. I'm not sure if I'm articulating this properly, and will try again later after I've got some sleep. [[User:Karrius|Karrius]] 18:41, September 28, 2009 (UTC)
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::::I think there is an actual progression in the MDHL setup, but it's a vague progression. Which I think is an actual good thing, in that it pushes people to read what we're actually talking about. But if you want something with more meaning than that, then it needs to be meaning within the game, and we should stick with class labels for the ranges. Letter and number ranges carry too much baggage, both in denotation and assumptions. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  04:28, 20 April 2012 (UTC)
  
::::::::If we're moving away from existing levels, here's some suggestions for shooting down:
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:::::Letter scales are also familiar in regulatory structures for tournaments in all sorts of games (mostly video games) where multiple classes/characters are available. They indicate power, and nothing else. Yes, there can be connotations pulled from analogy to letter grades, but far stronger connotations are intrinsic in the MDHL thing.
::::::::*Casual level (doesn't matter if it keeps up past low levels)
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:::::And the terms used for MDHL don't even make sense. Mortal means you are capable of death. Daring means you're brave. Heroic means you save people. Legendary means a lot of people think highly of you. None of those have anything whatsoever to do with power levels, and I'm baffled by any of them being suggested to indicate power.
::::::::*Determined level (SGT material, stuff that keeps up at most levels)
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:::::Making people go elsewhere for information is good? If we can provide a gloss of info at a glance, and require further reading only for further information, I think that's ideal. If there's a field that says, "Power level: A-Class", people will think, "Oh, it's in the highest tier of power." If they see "Power level: B-Class", they'll think, "Oh, it's in the second-highest tier of power." They won't need to read anything to know that. If they want the finer points of how we determine that, ''then'' they can read up on it. There's no reason to require detailed information in order to understand a vague categorization. --[[User:DanielDraco|DanielDraco]] 04:45, 20 April 2012 (UTC)
::::::::*Optimized level (alternately hard core level or something less loaded, material that exceeds the SGT at most levels).
 
::::::::*Utility level (generally does not apply to classes, though it might be a good fit for indirect classes like the marshal; stuff like bless that is generally useful regardless of play style in the right situations)
 
::::::::My 2cp. - [[User:Tarkisflux|TarkisFlux]] 18:51, September 28, 2009 (UTC)
 
  
:::::::::Things like [[SRD:Bless|Bless]] that can be cast at any level should probably just not have a balance tag at all, in the same sense that most (all) races aren't going to have a balance tag either. [[User:Surgo|Surgo]] 18:54, September 28, 2009 (UTC)
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::::::So, are those rankings there to limit people into a particular overall grade, or to keep people from making poor decisions, or what? I'm not a part of that culture, and I have no idea how they'd be used, or which character I'd want in such a situation. Is your contention that because a (likely small) subset of people use letters in a way that doesn't do the things we don't want, we should going to make the assumption that most people in our casual group do as well? That's a pretty big leap DD. I'd say it's a bigger leap than my MDHL leap, but I figure that's because of "it doesn't apply to me and it does to you" bias. So I figure I'll go on hating letter schemes with obvious rankings, and you'll go on loving them because you are familiar with how they work from other contexts, and we'll just agree to disagree on that and move on.
  
:::::::::: For the feats, I think Toughness, Alertness and Combat Casting (compare to Skill Focus (Concentration) are good monk-level feats, but weapon focus is at least Fighter-level, if not Rogue-level when you look at it from a numbers/statistical point of view and compare it to an equivalent AC and figure out DPR--especially when characters are making more than one attack. Along with DMM, Leadership is another highest-level feat, as is Dragon Wildshape. Other rogue-level feats include Shock Trooper, Combat Brute, and Robilar's Gambit. In my experience, Power Attack is actually a fighter-level feat unless you have a specialized build that makes touch attacks or gets an insane attack bonus--at higher level, when you have at least 4 attacks, on average you're going to statistically do more damage if you refrain from power attacking. --[[User:Ghostwheel|Ghostwheel]] 22:04, September 28, 2009 (UTC)
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::::::And yes, within reason making people look elsewhere for information is good. It's what gets them on the same page (when that page isn't the first thing they read). It's what will keep them from saying "This overpowered shit is A-Class material? Fuck this site." It's what will let them know "Oh, I want C material" if they don't happen to land on it and not get confused by the seemingly low ranking. By selecting something that is easy to understand and conveys the information that you recognize, you are actively asking everyone who doesn't see things that way to get hung up on preconceptions and make a poor decision. Confuse and reframe is a real sales technique because people do actually get hung up on their preconceptions, and breaking them out of those by not giving them what they expect is a good way to get through to them, as long as they can easily learn what is meant by it.
  
== Difference between Wizard-level and Others ==
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::::::As for MDHL, I mostly agree with your definitions. And even with them, I think that there is a clear progression in terms of story scope based on those terms, whether it's in good or evil form. You're welcome to disagree, and I think it's clear that you do. You haven't commented about retaining the present class names (or I missed it), but let's try something else. Would a combined scheme, like Mortal (D-Class) or D-Class (Mortal) be less offensive? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  06:06, 20 April 2012 (UTC)
  
I'd say one of the biggest qualifications for wizard-level status is the ability to change the way the game's played--that is, the ability to bone reality and play rocket tag. Since we know that balancing a character per-day (as opposed to per-encounter) doesn't work due to the inability to assume X encounters per day, even a class that gets to play rocket tag 3/day would probably be considered wizard-level.<br>
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:::::::Having slept on it, I think I've found an order based classification scheme I could live with. Type-A, Type-B, and so on (or order reversed, whatever) indicate a grouping without ranking more strongly than a scheme involving Class or Tier IMO. I still don't like it as much, but eh. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  17:21, 20 April 2012 (UTC)
A few examples of good classes that are rogue-level: Psychic Warrior, Duskblade, Swordsage, Warblade, Crusader. (I didn't add Rogue in here because people assume that UMD is part of the rogue's abilities, and if you're borrowing wizard tricks and boning reality through scrolls rather than innate abilities, you're basically wizard-level--you just have a monetary cost.) All of the classes I just mentioned basically play the same game that they played at level 5-ish as they do at level 20.<br>
 
The cleric, on the other hand, is a good example of a wizard-level class. At the beginning, it's an ''incredibly'' strong meleer, but towards the end of its progression it starts playing rocket tag with the best of them (Implosion) as well as changing reality with a wave of his hand (Miracle, for example). Even though he gains access to world-changing spells towards the end of his progression, they're still taken into account, and the class is considered wizard-level. --[[User:Ghostwheel|Ghostwheel]] 15:23, October 13, 2009 (UTC)
 
  
:Rocket launcher tag isn't really limited to Wizard level -- there's no reason stuff at Rogue level can't play rocket launcher tag too. I mean, the archetypical Rogue level class -- the Rogue -- basically exists to reliably kill one opponent per round. [[User:Surgo|Surgo]] 16:20, October 13, 2009 (UTC)
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:::::::: UK suggested using Power Level instead of Balance Point/Range. How about that? Ranges becomes Very Low Power, Low Power, Medium Power, and High Power (OVER 9000!!) for what we have now, referring to Monk, Fighter, Rogue, and Wizard respectively. --[[User:Ghostwheel|Ghostwheel]] 19:28, 20 April 2012 (UTC)
  
:: Few big differences here. Let's remove the cheese of a Ring of Blink for the moment and look at a rogue who's flanking killing an enemy in one round. Could and should they do so? Yes. However, the requirements of such rocket tag are immense.
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:::::::::I support UK's suggestion. Really, the issue I, personally, have with some of the above suggestions is that they are actively trying to avoid calling the categories what they are. The fact is, the top tier is more powerful than the bottom tier. I don't think we should sugar-coat that. I think it confuses the matter if we do. An ordered list like letters or a clearly-delineated sequence like very low power to high power is ideal, in my view, because it's blunt. So, seconded on UK's "Power" scale, if that's more palatable to everyone else. --[[User:DanielDraco|DanielDraco]] 02:07, 21 April 2012 (UTC)
::#Have to have a flanking partner or get the opponent to be denied dex to AC without using wizards tricks.
 
::#Have to start next to an opponent (getting adjacent to some opponents can be a feat all by itself).
 
::#Must have a full-round action after starting next to the opponent.
 
::#Can't be grappled.
 
::#Can't be prone.
 
::#Have to hit AC.
 
::#Enemy can't have concealment of any sort.
 
::#Have to hit enemy (misc addition for everything else that stops characters from hitting enemies).
 
:: So this is far from rocket tag. Most meleers have to fulfill quite a few of the prereqs. In the end, they're playing the same game that they were at lower levels--just with more damage. Now let's compare to an actual rocket tagger.
 
::#Enemy must fail save. (Sometimes not even this.)
 
::#Enemy must be within line of sight/effect.
 
::#Enemy must be within range.
 
::#Should usually have at least a standard action available.
 
:: As you can see, actual rocket taggers use actual rockets--not slice-and-dice melee weapons in which they have to fulfill a number of prerequisites before being able to have a chance at killing an enemy. --[[User:Ghostwheel|Ghostwheel]] 00:24, October 14, 2009 (UTC)
 
  
:::Great, we can ignore Ring of Blink "cheese" (we'd also have to ignore the slightly less powerful Greater Invisibility "cheese" and Eversmoking Bottle "cheese" while we did that). I guess while we're sticking our heads in the sand we can also ignore all the Wizard-level cheese that makes things Wizard-level. So with any of what I just said adn more, Rogues still reliably kill one person a round. Rogues play the rocket launcher tag game as happily as the rest, what makes them different is they don't have the breadth and depth that the Wizard-level guys do (a fact that shows up on measures like the Same Game test). [[User:Surgo|Surgo]] 11:27, October 14, 2009 (UTC)
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::::::::::Plenty of people still think that the monk is a powerhouse, and telling them up front that they're not without explanation (or with an explanation that they have to track down) does not endear people to you. Sugar coated things ''are'' more casual user friendly, and they are less likely to trigger knee-jerk reactions that discourage repeat visits.
  
:::: ''Really'' not the same thing--Greater Invis and Eversmoking Bottle are fine. Notice how many creatures have tremorsense/blindsight/etc. Furthermore, even with a 50% miss chance enemies just need to hit once to grapple the rogue, who's then easily neutered. It's called "rocket tag" because it's done from afar, and is potentially a one-hit kill effect, it's not called, "Let me get close to you and have a full round of actions and be under a number of other prereqs in order to kill you." So bad analogy. You still haven't shown that rogues play rocket tag or bone reality without resorting to wizard tricks (I'm talking about things like UMDing a wand of Black Tentacles or upping the CL on an item that casts Blasphemy), or for that matter that any of the other above classes do so. --[[User:Ghostwheel|Ghostwheel]] 14:49, October 14, 2009 (UTC)
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::::::::::I think we've got a lot of options in here, including some that people feel rather strongly about. But all the top level discussion in the world won't get us any closer to a resolution, and I think we should probably start to narrow things down. I don't want to deal with hunting through this mess for preferences, especially since some of the preferences predate discussed options. So I'll put together a subpage for them all shortly, and we can start voting and whatnot. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  03:45, 21 April 2012 (UTC)
  
::::: I haven't shown it? What part of activate your ring of blink and full attack with acid flasks and alchemist's fire (which strike as touch attacks, and also do not require you to be adjacent to an enemy) to reliably take out one person a round is so hard to follow? No UMD even required, unless you're facing undead or constructs (which isn't even a wizard trick). [[User:Surgo|Surgo]] 17:57, October 14, 2009 (UTC)
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{{ri}}
  
:::::: Again, without that specific trick--whose ability to work is debateable, at that. A class's effectiveness should not rest on a single item that isn't one of the Big 6. --[[User:Ghostwheel|Ghostwheel]] 18:37, October 14, 2009 (UTC)
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Voting page is live. [[/Naming Convention Voting|Here's a link.]] - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  04:27, 21 April 2012 (UTC)
  
::::::: ...what? The ability of a Ring of Blink to work in exactly the way it explicitly spells out in the item's description is up for debate? What's next, being unable to move at -10 is now up for debate because the designers never specified what "dead" means? [[User:Surgo|Surgo]] 18:38, October 14, 2009 (UTC)
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:Ghost asked on the voting page what some of the objections to the VL/L/M/H scheme are, and I figured I'd answer here to keep the page free for other stuff. In case it's not obvious from my previous comments, I think there's some value in not being overly obvious and simple. Simplify the page describing the balance ranges, sure, but simple names don't get people to read what we actually mean with them and push people into finding out. They really don't work like people think they do. This probably has fewer bad than a straight grade classification scheme, but I don't think it's more useful. So part of my objection to it is that while it might be more obvious, it is less casual friendly than actually less obvious things. And since casual friendly seems to be a goal for people in other discussions, it might as well be here as well.
  
:::::::: I don't feel like hashing out the whole conversation we had last time again, so irrelevant. How about getting to the point--is there any way that the rogue has the ability to play rocket tag without using magic items outside the Big 6? --[[User:Ghostwheel|Ghostwheel]] 18:40, October 14, 2009 (UTC)
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:My other complaint is with the ordering. In my experience, most games played by people who don't spend lots of time on internet message boards or wikis are Fighter, or Low, power games. Most of the groups that I have played with ran, or still run, those types of games. And when they rarely break level 10, the "Low" powerness of it isn't particularly obvious. Heavy game site users probably angle towards the Moderate or High power, but they're not the casual users that we seem to suddenly care about. I think Low / Moderate / High / Very High better captures things, and is less likely to tell people that they've been playing below the curve all this time. Yes, it's a bit of sugar coating, but it should be obvious that I think we should do some of that if we care about the casual visitor. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  17:00, 21 April 2012 (UTC)
  
::::::::: It doesn't matter if the Rogue can't play rocket launcher tag without items from some arbitrarily-defined "big six" (whatever that's supposed to mean). What does matter is the fact that the Rogue with several different possibilities of buying items (one of which is a small, well-priced item in the SRD) fulfills its role exactly as it's supposed to -- reliably take out one opponent per round.
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:: I don't think I mind too much going Low -> Moderate -> High -> Very High or something similar if it'll throw the casual user off less, though I do think it's less precise, since we probably have a greater range within wizard-level than we do at any other range. That said, that downside might be worth it if it brings us more traffic and creates less knee-jerk reactions. Consider this a possibility, and we should have another voting session on exactly how to do the one chosen. For example, if power levels are chosen, we should have another vote on whether to have VL-L-M-H, or to have it L-M-H-VH. Another example, is if we choose the updated class scheme, is whether to use those specific classes--maybe Soulknife would be a better example than Monk. Or if we chose the story scheme, whether to remain on those names or choose others. So just because it's up there, doesn't mean that that'll be its final form. The only one that we don't have much room to change is the "Current Scheme" option... --[[User:Ghostwheel|Ghostwheel]] 21:05, 21 April 2012 (UTC)
  
::::::::: And even if the Ring of Blink didn't deny your enemies their dexterity bonus to AC (which it does, a fact that's exceedingly obvious to anyone who has read the spell where it actually ''says that''), that still wouldn't even matter because while there are 555 monsters in the SRD alone (not counting epic monsters), only 24 of them have either tremorsense or blindsight. [[User:Surgo|Surgo]] 18:47, October 14, 2009 (UTC)
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:::TF: Well just because someone is a casual wiki user, that doesn't mean they're a casual player of the game. The people whose discussions we looked at are on GitP -- they're casual users of the wiki, yes, but they are quite familiar with the power levels in the game. I imagine that's typical of most of the traffic we ''could'' be getting.
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:::That said, ranging it from low to very high is fine by me. I don't particularly care. I like the basic idea because it very clearly says that X is stronger than Y, and it does that regardless of which end gets the superlative. --[[User:DanielDraco|DanielDraco]] 00:59, 23 April 2012 (UTC)
  
:::::::::: How many of those monsters have a way of gaining any sort of concealment? How about staying out of 30' range? Having true seeing? Immunity to acid/fire? Immunity to sneak attack? And more? All of these negate sneak attack. Not so much rocket tag. On the other hand, many spells don't care about any of those as long as they can target the creature. All they required is a failed save (ie. not dodging the rocket). --[[User:Ghostwheel|Ghostwheel]] 18:54, October 14, 2009 (UTC)
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== Ditching the SGT ==
  
:::::::::::What is the goal of this conversation? &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 18:55, October 14, 2009 (UTC)
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''This topic has been moved to [[Dungeons and Dragons Wiki:Categorical Balance Ranges|Categorical Balance Ranges]] and [[Dungeons and Dragons Wiki talk:Categorical Balance Ranges|Categorical Balance Ranges (talk)]].''
  
::::::::::::The spells all get their own special set of restrictions. They require not being immune to death effects, mind-affecting effects, etc. There's plenty of ways of dodging those rockets. Point is, they're all rockets (a point which seems to have gotten lost somewhere around my first post here). [[User:Surgo|Surgo]] 18:59, October 14, 2009 (UTC)
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==Omitted Classes==
  
::::::::::::: Except the spell restrictions are incredibly smaller and one has more use of them. Furthermore, if you fail a save and don't have the "super-special-awesome ignore that move" ability, you automatically die. On the other hand, with rogue-level characters there's usually something there to back it up--more HP, high AC (deflection bonus if necessary), damage reduction, fast healing, and more. While with caster rocket tag, it's just who fails the save first--if it works at all. And casters have an array of such effects which they can use if the first type of "rocket" doesn't work. --[[User:Ghostwheel|Ghostwheel]] 19:07, October 14, 2009 (UTC)
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Why are the Wilder and Paladin classes not on this page? --[[User:Franken Kesey|Franken Kesey]] 19:22, 19 April 2012 (UTC)
  
:::::::::::::: The whole ''benefit'' of the Rogue is that he (or she) bypasses the save to directly hit HP with enough in the way of damage that it will kill things outright. High AC? Yeah I'm sure all those monsters with massive deflection bonuses that don't exist are going to feel really great about that. (Nevermind that the Rogue bypasses DR anyway, and Fast Healing doesn't matter when you kill a guy a round). Rogues have their rockets, and they lob them at every level of the game. [[User:Surgo|Surgo]] 19:09, October 14, 2009 (UTC)
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: Because this isn't a comprehensive list of all Wizards of the Coast base classes and their balance points? --[[User:Dr Platypus|Dr Platypus]] 10:07, 20 April 2012 (UTC)
  
::::::::::::::: Oh? Every level of the game? Even before they get access to a ring of blink? Howso? Furthermore, 10d6 damage (at level 20) is a measly 35 on average. It's the multitude of attacks that they get that can kill a monster. Even with with 7 attacks that all hit (245 damage), a creature with DR 10 is only going to take 175 damage from that barrage of attacks--definitely not going to kill any CR 20 monsters in a single round. Again, the death of a creature doesn't rest on a single saving throw (whether the rocket hits or not). Instead, there's a way for monsters to escape death. On the other hand, even a [[SRD:Xixecal|xixecal]] is going to die if it fumbles against a Finger of Death spell. Even if all their attacks crit, virtually no rogue-level character is going to be able to kill that creature in any way. --[[User:Ghostwheel|Ghostwheel]] 19:19, October 14, 2009 (UTC)
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::And why is not a complete list? --[[User:Franken Kesey|Franken Kesey]] 21:30, 20 April 2012 (UTC)
  
{{Discussion Indentation Revert}}
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::: For one, many classes are edge cases with only a single class feature or two pushing them over the line, or having something specific out of line. For another, many are badly designed, their power fluctuating all over the place. For a third, we don't need to list all the classes out there, just enough so that people understand what power level we indicate for each range. --[[User:Ghostwheel|Ghostwheel]] 21:33, 20 April 2012 (UTC)
  
Rith - This was a discussion about what pushed a class up into wizard land. They both agreed that substantial narrative influencing options (reality altering or whatever) was a key, but they disagreed about whether 'rocket launcher style attacks' pushed a class up into wizard land or not. Surgo says no, Ghost says yes, and then it got stuck arguing about specifics of sneak attack as whether or not it counts as a rocket, presumably since it impacts whether a class can have them and still be a rogue level class. Good times. - [[User:Tarkisflux|TarkisFlux]] 20:27, October 14, 2009 (UTC)
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::::I hear you, they are both very hard to put a range on. And I find many classes on this wiki with only one or two features (all of which have a balance point); therefore all 1st edition classes should be placed in some range so that others can compare with their own classes.
  
: Magic items are not the tricks of the Big 6, a wand is as much the tool of a wizard than the tool of a rogue (comparable to limited spellcasting limited by wealth per level). I feel that a wizard-level class should at least, be able to defeat a sorcerer with a good spell selection (sorcerer being imo, the weakest wizard-level class). People talk about rogue-level as if it was the finest level of balance in existence, a fragile balance point. It not, it as wide as fighter, wizard and monk level. It a balance point like the others. Wizard-level of power is serious, it not about having 2 or 3 good tricks, it about being batman and shutting down encounter as they begin (such as color spray, sleep among other spells). To be of wizard-level you either need to be: incredibly versatile and effective (bard are versatile but not very effective) or be senselessly good at something (like the Samurai, who is still pretty versatile). --Leziad 20:53, October 14, 2009 (UTC)
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== Balance Points, or Something Else ==
  
::Okay, thank you Tarman, in that case, I'll add my own two cents. For the immagrants from the old wiki, you will all probably remember '''S1Q3T3''', and what he had made there. For those who may not have heard of him, I will fill you in breifly. S1Q3T3 made a optimized build using the Monk class, and entitled it ''The Ultimate Monk''. Now, while our memories of S1Q3T3 may not be savory, the fact remains that the build was good. But, the guy tried to lay claims that the Monk was a powerful class because of this optimization he had made. This has actually bridged into a joke amongst us about Monks being good because they turn into Colossal+++ Wyverns and tear down buildings, etc. Of course, while his points were nonsense, the fact still remained that the build was quite powerful, and was, in fact, "playing rocket tag". Now, see what I said there, a Monk build is playing rocket tag. How can this be? Monks suck! Though the fact still remains that S1Q3T3 made the Monk rocket tag level. Now then, where am I going with this? Well, it's simple. ''Any class'' can play rocket tag. Being able to do so does not make a class Wizard level, else every class would be Wizard level. The difference is that Wizard level classes are able to play it with barely a second thought, while other classes take varying degrees of effort to play it. Rogues can play rocket tag, with little effort. Fighters can play rocket tag with a lot of effort. Monks can play rocket tag with S1Q3T3. The game of rocket tag does not make a class wizard level. Already being in a game of rocket tag by virtue of existance, does. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 01:49, October 15, 2009 (UTC)
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Since a fair portion of this needs to be rewritten anyway after the vote, I thought we should toss out some names for the page and concept itself and see what stuck. I don't really want another formal vote, since this is a smaller thing, but some ideas would be nice.  
  
::: Not really relevent to the point I was trying to make... at any rate, looks like we'll simply have to agree to disagree *shrug* --[[User:Ghostwheel|Ghostwheel]] 22:30, October 15, 2009 (UTC)
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Balance points works fine for me, but I know others would prefer something that sounded a bit broader. Balance Range has been suggested, and Balance Level. Other options would be Balance Rating, Content Balance, and so on. So who has a good idea for this, or a reason to shoot down a different one? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  06:55, 21 May 2012 (UTC)
  
== Some Commentary ==
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:I still stand behind 'Power Level'. It's simple, it's clear, and contrary to what DD seems to think, ''does'' indicate a range of capabilities based on everyone I have ever spoken to about gaming except for himself. - [[User:MisterSinister|MisterSinister]] 08:00, 21 May 2012 (UTC)
  
As noted above, it's very hard to use these guidelines when working with non-classes. I think separate scales for non-classes would be appropriate.
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::[[/Naming_Convention_Voting#Power_..._Level.3F|At least one other person shares my view about the implications of the word "level".]]
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::I wouldn't be ''hugely'' opposed to "Power Level" in the way that I was opposed to the Story Scope naming, but I think there are probably better options. It would certainly be a step up from anything with the word "point", since that carries an even stronger implication of specificity. I like "Power Category". It doesn't imply a single power like "level" and "point" might. It also lacks an issue I see with "range", namely that it can imply that the power of the class spans the range, rather than occupying a single point within it. --[[User:DanielDraco|DanielDraco]] 08:53, 21 May 2012 (UTC)
  
Secondly, I don't think "Wizard-level" is the best name for the tier. While the Wizard likely has the highest possible optimization, it is (as noted in the article) entirely possible to make a much lower tier Wizard. I suggest, then, that you use the Druid - it's pretty hard to make a Druid that ''doesn't'' own everything in sight, what with effectively being 3 characters at once. At least, assuming you use all of his features.
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::: As mentioned, DD repeats my gripes with "power level". It's not as bad as "points", but I think both category and range imply a wider number of points within a scale rather than a single "point" of power. --[[User:Ghostwheel|Ghostwheel]] 09:14, 21 May 2012 (UTC)
  
Thirdly, the article does a poor job of emphasizing versatility. It is versatility that differentiates the Tiers in the generally accepted Tier system, not out-right power. An optimized Fighter can potentially out-damage even an optimized Wizard (provided the Wizard isn't out-right abusive, a la Shadowcraft Mage or something), but that's largely irrelevant compared to the fact that a Wizard, given one day, can do ''anything''. The definition of Tier 1 is not "more powerful than Tier 2" (they're generally not, since Tier 2 is usually spontaneous casters who simply have less access to the same abilities as the Tier 1 characters), it's the ability to do anything. This should be emphasized.
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:::: I don't care what it's called that much, but +1 on ''range''. --[[User:Havvy|Havvy]] 23:09, 21 May 2012 (UTC)
  
Finally, some questions of where you have placed things:
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== Bard & Warlock ==
What on earth is the Beguiler doing in the Wizard level? Not a chance. The Sorcerer is certainly higher than the Beguiler, and you have the Sorcerer in Rogue level (itself probably not the best choice) - Beguiler and Sorcerer are extremely similar in Tier, and should be in the same one.
 
  
Oh, and no reasonably optimized Fighter has difficulty competing with a Rogue for damage. A charger doesn't even really need to be "uber" to pull it off. Again, damage isn't really the point.
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Anyone mind if I move these to VH? Between their abilities, I feel they fit much better there than in H. --[[User:Ghostwheel|Ghostwheel]] 02:28, 27 June 2012 (UTC)
  
Finally, no way in hell is Power Attack in the same tier as Weapon Focus. Weapon Focus is not much better than Alertness. Power Attack is key to most Fighter damage-dealing builds. That is an outright mistake.<br/>
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:Yes, I do. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup> 04:44, 27 June 2012 (UTC)
[[User: DragoonWraith|DragoonWraith]] [[User talk: DragoonWraith|<span style="font-family: Century Schoolbook; font-size: 1.5em; font-weight: bold;">&dagger;</span>]] 13:59, December 14, 2009 (UTC)
 
  
: Just a few replies;
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::I also mind significantly. If I hear another word about how Hellfire Warlocks render warlocks VH, I'm probably going to start [[User:MisterSinister/Merc_Troll|killing kittens]]. - [[User:MisterSinister|MisterSinister]] 06:10, 27 June 2012 (UTC)
: The beguiler and sorcerer are both in the wizard tier, and we have both there; many argue that the combination of UMD (cast any spell via scroll), skills (int-based and many rogue+social skills), class features and many more spells known make the beguiler stronger than the sorcerer, so it's moreup in the air.
 
: The big thing about the rogue is that he can UMD, as well as make touch attacks from a distance with flasks of acid (for example) if he can get an opponent denied dex to AC. Consider the humble grease spell; while balancing, enemies are considered flat-footed, and thus the rogue can continually lob acid flasks at them. And then there's the blink ring trick as well as the level 10 "bonus" feat, but we'll not get into those atm.
 
: Lastly, for Power Attack, the feat actually sucks in most cases when you're not getting some boost to it (such as Shock Trooper or Combat Brute). At lower levels you might be getting a few extra point of damage from it, but once you hit that first iterative attack your DPR when weighted against decent DPRs actually decreases if you power attack at all. Yes, I've done the math extensively on that one. Meanwhile, Weapon Focus can easily be a +10-15% (or higher) boost in DPR, also something that's not very weak. Uninteresting? Absolutely. Weaker than Power Attack? Not by a long shot without a number of other feats (both shock trooper and combat brute require four feats between them of your precious 7 feats from level 1-20). Plus, both those feats are very situational--if you can't charge (enemy's around the corner, difficult terrain, etc) they're effectively burnt feats. --[[User:Ghostwheel|Ghostwheel]] 14:09, December 14, 2009 (UTC)
 
  
::I edit-conflicted; this is in reply to DragoonWraith. I am of the belief that the "tier system" is trash. There are simply too many tiers, and the reasoning that puts certain classes in certain ones is highly suspect. This system, for classes at least, is mostly based on the [[Same Game Test]]. It's not a comprehensive system, but I don't think you can build one. It's a rough system, meant to give basic differentiation between classes.
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::: I was thinking more about the whole "limiting multiple people to only move actions for 10 rounds at a time" deal. That, and the fact that they focus more on debuffs than damage. I think one aspect of the article balance changes revolves not only around how powerful a class is, but also a little on what they focus on. --[[User:Ghostwheel|Ghostwheel]] 06:58, 27 June 2012 (UTC)
::And yes the Beguiler certainly does belong in the Wizard level -- they get all the best spells and own all their opposition really hard. As for the fighter: you are right; damage isn't the point. A charger fighter is going to have trouble against things in the SGT that a Rogue is not. [[User:Surgo|Surgo]] 14:12, December 14, 2009 (UTC)
 
  
:::I disagree with your assessment of the Tier system in general, though I don't in any way dispute the validity of the SGT, which is also reasonable. I simply feel that the SGT accurately reflects what the Tier system emphasizes, that is, flexibility, and I think that is often more important. I'd rather have a character able to contribute meaningfully in every fight, than one who gets to OHKO things 1/day or something.
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::::Yes, you do like to bring that example out a lot. And I will repeat my standard response to it - 1 VH level power does not a VH class make. It looks like your desire to place them there is based on outlier powers or particular builds... which is not what we use to place classes in balance categories. We have notes that some builds can exceed balance ranges, but we don't place based on serious optimization, just adequate. If we did otherwise, we'd put Fighter up in High because you can make a spirited charger or an ubercharger, and other such silliness.
  
:::However, given the differing definitions (which I did not realize), then the placement of things seems less problematic.
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::::Now, if you wanted to make an argument that the average Bard or Warlock was so much stronger than a TWF Rogue or a Warblade that they were closer to an optimized wizard than the others, go ahead and do that. But with a substantially smaller bag of tricks and a delayed casting and DC progression (for the Bard anyway), I think you have a lot of work ahead of you to make that point. If your argument is that they're up with Flask Rogues abusing UMD, then I would be inclined to agree with you. The ability for the Bard and Warlock to reach similar heights with additional optimization seems pretty obvious. But it's not enough to move the classes up. The Rogue build gets a special mention in the High section as a build that is enough better than the moderately optimized rogue as to be in the VH level, which is all that those builds deserve IMO (and which I don't want to do for space saving and value of information reasons).
:::[[User: DragoonWraith|DragoonWraith]] [[User talk: DragoonWraith|<span style="font-family: Century Schoolbook; font-size: 1.5em; font-weight: bold;">&dagger;</span>]] 15:20, December 14, 2009 (UTC)
 
  
== Crusader ==
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::::And I have no idea what you're on about with your article balance changes. We changed the names, not the qualifications. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  07:06, 27 June 2012 (UTC)
  
I question whether or not the crusader can actually stand up to the rogue at all in power level. [[User:Surgo|Surgo]] 03:43, January 15, 2010 (UTC)
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:::::The argument can be made that they're VH, because the strongest of their abilities lands there. The argument can also be made that they're H, because the majority of their abilities land there, or because their signature abilities land there. The current standards are ill-defined and do not adequately clarify what the benchmarks are, nor how exactly we compare an article against those benchmarks. Shuttling classes around is mostly meaningless right now, because the standards are mostly meaningless.
  
: The Crusader doesn't have the versatility of the warblade or the damage capabilities of the swordsage--but don't let that fool you. A basic crusader can control the battlefield like a pro, forcing enemies to attack him instead of the squishies and ignore massive damage. But that's because he's a [[A_Player's_Guide_to_Roles_in_the_Party_(3.5e_Optimized_Character_Build)#Defender|defender]].
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:::::This is why there was an effort to retool how we fit articles in categories, using a system of general guidelines instead of hard numbers. Whatever happened to that? Seems to have fallen quiet when the voting on terminology started. --[[User:DanielDraco|DanielDraco]] 17:58, 27 June 2012 (UTC)
: At first level, he can heal/ignore up to 4 damage per round with Stone Power + Martial Spirit, and doesn't even have to take the penalty from Stone Power until he has to.
 
: At second level, he can gain access to Iron Guard's Glare, getting enemies to attack him rather than his friends--especially if he invests in a reach weapon.
 
: By the time fifth level rolls around, he can ignore up to 10 damage per round with Stone Power, and give allies an extra action every four rounds (three with Extra Maneuver Granted) through White Raven Tactics.
 
: Level 7, he gets access to Divine Surge, letting him to +8d8 damage on a single attack.
 
: Level 8 he reaches the peak of his mid-level power, with Thicket of Blades. Combine with Stand Still and few enemies are going to be able to move easily around the battlefield, not even being able to withdraw, tumble, or take 5' steps while within your reach.
 
: In short, just because the Crusader doesn't seem to have the damage output of other classes doesn't make him fighter-level. Unlike virtually all the other classes made by WotC, he serves as one of the only true defenders out of the box without the need for too many feats or abilities outside the book he was published in along with the SRD. --[[User:Ghostwheel|Ghostwheel]] 08:15, January 15, 2010 (UTC)
 
  
::Let's do a same-game test, then. Be sure to multiply percent change of winning with percent chance of actually having the maneuvers required to win (apparently that's not guaranteed). [[User:Surgo|Surgo]] 13:34, January 15, 2010 (UTC)
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:::::: It's still [[Dungeons_and_Dragons_Wiki:Categorical_Balance_Ranges|out there]] (see accompanied talk page), I think we're in the middle of changing how rating works, and after that we'll get to talking about changing balance ranges (or we can do that now). Regardless, it's still on the agenda as far as I'm concerned (albeit "eventually" :-P). --[[User:Ghostwheel|Ghostwheel]] 18:47, 27 June 2012 (UTC)
  
::: I can't remember who said it (I think it was Kaelic), but a random pile of awesome is still a pile of awesome. Combat, especially at the rogue balance level, isn't simply decided on the first round of combat, so having the right maneuvers off the bat doesn't matter that much--especially with the crusader's damage-soaking abilities. --[[User:Ghostwheel|Ghostwheel]] 01:12, January 16, 2010 (UTC)
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:::::::[Edit Conflicted] - The standards not being very rigorous is not the same thing as them being mostly meaningless. They are loose groupings with poorly defined beginning and end points, but I don't think that's problematic except when people want to force it to fit their preconceptions. Given the impacts of different playstyles and varying campaign foci at the actual table, I don't think that more detail here would even be helpful because it is more likely to be less relevant to games with different expectations.  
  
::: Here's the SGT though:
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:::::::That looseness is also a result of the categories being based on SGT style "moderate optimization, minimal gear" style thought experiments that we originally used to get a sense of balance. So going with high optimization specific build nonsense as the placement of a class is pretty clearly not intended. It's true that the SGT is depreciated because people can't agree on what is too much or not enough build specificity and gear, but until there is a replacement for it that isn't just someone fapping to their own idea of balance these categories will remain based on it, however loosely. Arguing about how the test doesn't work is a waste of time at this point. The attempt at a more rigorous balance setup was Aarnott's. You can find it [[Dungeons and Dragons Wiki:Categorical Balance Ranges|here]]. Feel free to start discussion on it back up, but either write up a replacement that we can talk about migrating to or GTFO. It comes up every 2 years, with the same people, and I'm as sick of this shit as Surgo was when he posted similar comments 2 years ago.
:::*Hallway of runes - between Steely Resolve and Stone Power you can negate 10 damage per round, even if you had no idea the damage was coming. This'll give us enough durability to get past the hallway of runes. --Win.
 
:::*Fire Giant - A strong melee monster, but with the right strikes the crusader's at around the same level and the battle could go either way. --50/50
 
:::*Blue Dragon - Strafing runs and mobility would ordinarily cause the crusader to lose, but due to his extra durability the dragon is eventually going to get into melee, and from there it's anyone's guess what the outcome will be, especially if the crusader picks good strikes. --50/50
 
:::*Bebilith - Another melee monster, the odds are around the same as for the fire giant what with the various strikes and damage ignoring abilities of the crusader. --50/50
 
:::*Vrock - Same basically as the bebilith and the fire giant--while its damage is low, it has the spores which can really screw the crusader over. --50/50
 
:::*Tag team of mind flayers - Could go either way, though the Crusader has a slight edge here with a higher-than-average Will save due to adding Cha to will saves. --50/50
 
:::*Evil Necromancer - undead getting in the way and ranged enervations are going to screw the crusader over. --Loss
 
:::*6 trolls - High armor and the ability to capitalize and reduce the damage dealt are going to lead to the crusader's --Win
 
:::*Horde of shadows - definitely a --Loss
 
:::So we end up with 2 wins, 2 losses, and 5 50/50s. Pretty balanced along the SGT, I think. --[[User:Ghostwheel|Ghostwheel]] 01:24, January 16, 2010 (UTC)
 
  
::::''What'' maneuvers, though? Can we be specific here? (And, well, some classes at the Rogue level, like the Rogue, decide combat in round 1 if that combat is against 1 opponent.) What are the will save numbers? Yeah. [[User:Surgo|Surgo]] 01:30, January 16, 2010 (UTC)
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:::::::This honestly looks to me like Ghost just doesn't want some things in his games and wants them put up into the category that contains everything else he hates, despite the actual wide gulf in power between those things. Frankly, I think he just need to come to terms with the fact that what he likes is a low H or high M style game based on these guidelines and move the fuck on instead of trying to get his own personal H codified. Alternately, he can go build his own wiki (there are free options out there) and I'll purge his work if that's what he wants. But the end result of pushing like this is either a category that doesn't mean what the others mean or additional granularity in the balance categories, because it would otherwise contain a wider array of competencies and there is a difference between the power of a very optimized Bard and the power of a moderately optimized Wizard. Since the first one is basically useless and the second one is basically the Tier system (doubly so if we actually place based on potential instead of moderate and "more likely in an actual game" optimization) and too granular to be useful for any but the small subset of games with the same expectations, I don't think either is actually helpful to anyone who is trying to run a real game instead of just bitch on the internet. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  19:00, 27 June 2012 (UTC)
  
::::: For maneuvers readied, we'll take Radiant Charge, Elder Mountain Hammer, Divine Surge, Entangling Blade (sets us up for Radiant Charge), Bonecrusher and Revitalizing Strike. Will save is 3 (base) + 2 (wis) + 3 (cha) + 3 (Cloak of Resistance) = +11 --[[User:Ghostwheel|Ghostwheel]] 01:42, January 16, 2010 (UTC)
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::::::::''"They are loose groupings with poorly defined beginning and end points, but I don't think that's problematic except when people want to force it to fit their preconceptions."''
 +
::::::::Well, I think it's highly problematic. The very fact that there are disagreements here and now about where Bard and Warlock go demonstrates that problem. Your implication is that GW has the preconception that Warlock is VH, right? Well on the same token, you have the preconception that it isn't. Neither of you is more correct than the other. And that's a problem, because it means we can't reach a definitive answer.
  
::::::We resolved this in chat. [[User:Surgo|Surgo]] 03:13, January 16, 2010 (UTC)
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::::::::''"That looseness is also a result of the categories being based on SGT style "moderate optimization, minimal gear" style thought experiments that we originally used to get a sense of balance. So going with high optimization specific build nonsense as the placement of a class is pretty clearly not intended."''
 +
::::::::Not exactly. That's their basis for ''some'' people. But that can't be said to be the consensus. I've spoken to several people who think that the former Rogue balance point was based on a cheesy blurred flask-flinger, and several people who think it was based on a more conventional mid-optimization TWF build. I've spoken to yet others who say it isn't based on a build at all, and instead say that it is based on the SGT ideal. There's too much disagreement to say that there is a consensus, and there isn't any written rule to subsitute for a consensus. It's fuzzy and idiosyncratic and is in desperate need of some standards.
  
:::::::Mind summarizing for those of us following along at home? - [[User:Tarkisflux|TarkisFlux]] 04:47, January 16, 2010 (UTC)
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::::::::One last thing. Dear god man, you are an administrator. Please try to act like one and don't get so openly hostile. Yes, GW is rather presumptuous sometimes. But at least he's friendly about it. When he's arguing with someone, he doesn't descend to telling them to "GTFO", complaining that he's "sick of this shit", and accusing them of being mostly concerned with "bitch[ing] on the internet". --[[User:DanielDraco|DanielDraco]] 19:22, 27 June 2012 (UTC)
  
::::::::The above chart was changed a bit. Iirc: Hallway of runes => loss, Fire Giant => 50/50, Blue Dragon => win, Bebilith => win, Vrock => win, Flayers => 50/50, Necro => loss, Trolls => win, Shadows => loss. Each except the final 3 (which are obvious) was covered in excruciating detail. [[User:Surgo|Surgo]] 05:23, January 16, 2010 (UTC)
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:::::::::While my first thought to the administrator jab is "haha, have you met Surgo?", you're right. This isn't a hug box wiki and there's nothing in the job of being an Admin that indicates they should be friendly or nice, but I generally try to do so and I slipped a lot here. I wasn't trying to be openly hostile, and I apologize if it was taken that way. The "GTFO" comment was actually directed at you in an attempt to avoid the tired SGT complaints and focus instead on the option of writing a replacement. It was not intended to be taken to mean that I actually want anyone to leave the wiki. The "bitching on the internet" comment was intended as a dig at the Tier system, not ay any individual, as I do not think it useful in actual games whatsoever. It is a measure of potential, and bills itself as such, but it is not a measure of the performance that an average player would see. It is useless to casual players and readers as far as I can tell, and somewhat misleading for most everyone else. If anyone took those comments personally or in unintended ways, I'm sorry that I wrote unclearly enough to leave that interpretation.
  
:::::::::So the guy with the annoying maneuver mechanic actually works out fairly well. Good to know. How does he win the Bebilith encounter though? - [[User:Tarkisflux|TarkisFlux]] 06:07, January 16, 2010 (UTC)
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:::::::::As to the Rogue stuff, there ''are'' guidelines in the text, fuzzy though they may be. Two of your interpretations are not incompatible with each other, the moderate TWF and the SGT ideal, and the Flask Rogue has been explicitly written upwards. So two of those people would be right, and the third would need to be directed to the text to revise their understanding. Ghost's intended change is not supported by those guidelines, which allow for specific optimized builds to play above the level of the class's actual listing, and is wrong according to those guidelines. Now, the Flask Rogue was explicitly written upwards after community input (as was the Warlock actually, which used to be a moderate class), so those guidelines are subject to change, but until that change comes the Bard and Warlock fit nicely where they are.
  
:::::::::: Stand Still + Thicket of Blades ftw! --[[User:Ghostwheel|Ghostwheel]] 06:13, January 16, 2010 (UTC)
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:::::::::That said, I'm done with this conversation. I do not consider it productive, and it is entirely too frustrating to be useful as a diversion. I will oppose any class or character option balance change that does not reference text on the article page, and I will do it without further comment, unless it we have an alternate system in place. If anyone wishes to carry this conversation on, they are of course welcome to do so without me and my difficult to contain frustration about it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  20:13, 27 June 2012 (UTC)
:::::::::: BTW, you won't believe how annoying that tactic, especially after a potion of Enlarge Person, can be for DMs XD --[[User:Ghostwheel|Ghostwheel]] 06:14, January 16, 2010 (UTC)
 
  
:::::::::::Straight up fight, sure... How does that help him if he doesn't see the hidden (+24 hide mod) Bebilith hanging on the ceiling (20' climb speed, +24 climb mod if it ever matters), who drops and grapple (via improved grapple and +29 grapple mod) / poisons (Fort DC 24 on every +19 bite hit) him to death in a round or 5? - [[User:Tarkisflux|TarkisFlux]] 06:42, January 16, 2010 (UTC)
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== Scaling Feat Balance ==
  
:::::::::::: Few ways, but for the sake of argument, anklet of translocation out of the the grapple, down a potion of flight, get away. Next round, drink down a potion of enlarge person, still stay away. Then use your reach weapon (20' reach) to attack & kill the bebilith with little chance of retalitation while flying above it, and you've got a decent enough str score to burst through the web after a round or three if it uses that. --[[User:Ghostwheel|Ghostwheel]] 06:46, January 16, 2010 (UTC)
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Really? I guess I should tell Surgo that World-Shaker is too weak ''except'' for the last ability. --[[User:Foxwarrior|Foxwarrior]] 17:15, 25 July 2012 (UTC)
  
:::::::::::::Strongly gear dependent answer to avoid the ambush, followed by minor gear dependence and class features to get a mark in the win column. Got it. - [[User:Tarkisflux|TarkisFlux]] 06:54, January 16, 2010 (UTC)
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:I'm not sure where you get that notion. It seems to me that its 3 and 9 abilities are solidly Very High, and its 1 and 6 abilities are High. Which would make it overpowered by these new standards, if there were such a thing in Very High. But none of this elucidates what exactly you're objecting to about the balance policy TF published for scaling feats. --[[User:DanielDraco|DanielDraco]] 20:24, 25 July 2012 (UTC)
  
''&rarr; reverted the indent, yo''
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::You're putting the 3 ability at Very High, even though there are several High feats that do it? You have some Disliking to do, sir. --[[User:Foxwarrior|Foxwarrior]] 20:42, 25 July 2012 (UTC)
  
:Yeah, seriously, if you're not going to treat the test with respect, then, you might as well not use it. Using those items, even a Fighter has a chance of beating the bebilith. Now, I honestly don't care where the class ends up, it's still just the crusader, but, I took a bit of time and decided to give this an actually unbiased run through the SGT. This is a debate about class balance, so, this is a matter dealing with the actual class, not what feats or items the person using the class may have, so, unless they were given as bonus feats (as intrizic parts of the class), they have been completely removed from the equation. Now then, some people may argue by saying "''that is like saying that the Rogue won't take Weapon Finesse''", and you'd be right. Of course, it'd also be like saying "''the Rogue won't take Stealthy, or Negotiator''". It's like saying that "''the Rogue won't take quicken spell''", for crying out loud. This is not overgeneralization, it's assuming that you don't know what he's going to take, and so, you should not assume this class is taking that feat when you consider it's balance. Now then, now that we have cleared up that, on to the actual testing:
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:::I do not understand how these standards would make it overpowered -- it would be if people commonly played Very High without scaling feats, I suppose. I object a bit to that language (though I understand what it is trying to say) -- there are a lot of non-scaling feats that are usable and desired in Very High even when scaling feats are available. Pretty much anything from Tome of Necromancy or Tome of Fiends comes to mind, there. As to the specifics of the World Shaker feat, I did ask many times for assistance in developing a 9th-level ability :-) [[User:Surgo|Surgo]] 20:44, 25 July 2012 (UTC)
  
:*'''Hallway of runes''' -- The crusader is good about soaking up damage, yes, but, his only way he has to heal himself is via attacking things that pose an immediate threat to him, that also have opposing alignments with him. Sadly, there is nothing to attack in this hallway that fufills those criteria, so, while the crusader might be able to absorb the damage enough times to get through, he likely won't be able to handle the indefinite ammount of damage he's about to take -- Likely Loss
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::::[Edit conflicted :-( ] Let's back up a second. I put that in after a discussion with Ghost and Leziad in chat last night, and it's probably worth discussing in general before we decide to stick with it and worry about it. It will be much easier to revert than it was to do if it comes down to it.
:*'''Fire Giant''' -- Yes, this is going to be difficult. Luckily, you have considerably more damage output than the giant. Sadly, he has more hp than you. So, really, if you're smart, you can win, but he has enough power stacked up behind him to give you a run for your money either way. -- 50/50
 
:*'''Blue Dragon''' -- The dragon never has to stop flying, his breath weapon has a recharge counter, and the dragon can casts spells as a third level sorcerer. The dragon will blind the crusader with glitterdust, then kite him repeatedly until he makes an abortion look sexy. -- So much of a loss that you can't sleep at night
 
:*'''Bebilith''' -- The crusader can't see the bebilith any better than he can see anyone else who happens to be hiding, so, lets face it, the outsider gets the drop on him. He'll get caught in a net in the surprise round. First round, the bebilith has an okay chance of winning initiative, so, the crusader will likely get hit by that nasty bite attack. Luckily, he's got good fortitude, so, he might make the save DC. If he doesn't, however, he's suffering a good bit from the get-go. Next round, the crusader had to burst out of that net last round, so, he gets full attacked this round, and most characters can't handle 4d6 points of Con damage at all, but, he also had to lose his armor at the same time. From there, this just goes downhill. Of course, even if the crusader had favorable conditions, this would still be very difficult for him to handle. -- Definite Loss.
 
:*'''Vrock''' -- The Vrock will open with Mirror Image, if he's got a brain. So, you are already off to a bad start, seeing as you must either choose to be blinded, or you are going to be playing "Whack a Mole". Next up, he's going to be keeping you angry by spamming spore, and refreshing his mirror image when it gets low. The Vrock is gonna be steadily taking 5 foot steps through the crowd of Vrocks, at that, so, he'll probably be full attacking you each round from 10 feet away, before taking another step, and making himself dissappear to you again. Of course, with the Thicket of Blades stance, you get to hurt him for taking that step, if you can reach him. So, while you will most likely die in this situation, you can at least attempt to take the guy down. -- Likely Loss
 
:*'''Tag team of mind flayers''' -- Don't have a copy of the Monster Manual here, so, I can't look up Mindflayers, sadly. Luckily, the crusader gets an average Will save, and can do some pretty decent damage to the pair of Ithilids, and soak up the damage they deal to him, so, this is the kind of fight the guy was made for. Of course, so far up till now, it's been being veiwed as a 50/50, and I have no evidence that would make it obviously otherwise. so... --  50/50
 
:*'''Evil Necromancer''' -- Yeah, it's all been said. The Necromancer will rape that crusader in such unpleasent ways, I'd rather not spend much detail here. -- So much of a loss that you can't sleep at night
 
:*'''6 trolls''' -- Same deal as with the mindflayers, except I can actually confirm this one. The Trolls, unlike most foes so far, can't deal more damage than the crusader can ignore. There being 6 of them and their Regeneration might make things a bit tricky, but, hey, the crusader was built for stuff like this. -- Definite Win
 
:*'''Horde of shadows''' -- Yeah, good luck trying to find a way to win this fight. The crusader may be able to absorb damage, but, these guys aren't dealing with damage, they are dealing with removal of strength, which the crusader can't handle, and he winds up getting overwhelmed with weakness. -- Definite Loss.
 
  
:Okay, at the end of all this, we find that the crusader has 1 definite win, 2 50/50's, 2 Likely Loss's, 2 Definite Loss's, and 2 Loss's that give people nightmares (or, 1 win, 2 even, 6 lost). I honestly did not expect this class to do that badly, I went into this expecting to announce, at the end, that this was Rogue, but, was likely low Rogue. The beauty, however, in ToB material, is that you can bring many different builds to the table, and each one is rather self-optimizing. So, it's not too much of a stretch to assume that a 50/50 for a ToB class can be counted as a win. Assuming that, we find ourselves at 3 wins, 6 lost. So, while a good class, that, with very special consideration of feats and magic items selected, can opperate very strongly on Rogue level. However, the class itself, obviously ought to be found in the Fighter category, as Surgo pointed out in the beginning. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 13:22, January 16, 2010 (UTC)
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::::Here's the problem with scaling feats and balance tags as I see it. Since they're designed to replace feat chains, they regularly contain individual abilities that are as good as some reference traditional feat, if not just being the same ability. Since the reference traditional feat has its own balance, and the scaling feat has 4+ of them, it is straightforwardly more powerful than the traditional feats. Placing that in a balance category causes arguments about what level it falls at, because it is a feat (which is probably an unfortunate naming choice) and it is compared against other traditional feats at the same balance point. So does that make it higher balance than their traditional counterparts because they give more stuff, even if they give out the same abilities? It is certainly stronger than a traditional feat by virtue of giving more, but does that make it a higher balance category when the abilities themselves aren't higher balance abilities?
  
:: Yes! No assumed anythings at all! Let's SGT the rogue without taking any magical items that they can UMD! In fact, let's SGT the wizard--without a spell-component pouch! After all, that doesn't come intrinsically with their level, right? Same with the spell-book--you usually need to buy that too, so that's gone as well, amirite?? *eyeroll*
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::::It's an annoying question that I don't think has a 'right' answer, but it also makes things difficult for casual users who find a scaling feat and want to use them ingames with traditional feast. So I stripped them out, gave them their own category and nav space, and wrote a new guideline for them that I think works. Sanity checking it would be appreciated though, since it was late at night and I was getting annoyed at the end. And if anyone is interested in renaming them "Kits" (like old 1e and 2e class kits) or something else to avoid naming confusion we can discuss that as well. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  21:28, 25 July 2012 (UTC)
::In short, the above is completely bunk, since the SGT was created in mind with characters being able to buy equipment as long as they don't exceed the CWBL for their level. --[[User:Ghostwheel|Ghostwheel]] 13:44, January 16, 2010 (UTC)
 
  
:::Yeah, recent events have shown that, indeed, the Rogue ''can't'' pass the SGT, in fact, Ghostwheel himself has proven that the Rogue is barely able to hold their own in combat when compared to the Barbarian (the Rogue benefits from higher AC, most of the time, of course, but, that doesn't matter). As for the Wizard, yeah, he gets a class feature: it's called "''spellbook''". Don't beleive me? Look for yourself: [[SRD:Wizard#Spellbooks]]. Just to annoy people, I'll even quote it: "''A wizard begins play with a spellbook''". So, yeah, the Wizard ''does'' intrinsically get a spellbook.
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:::::I think renaming them would be a very bad idea, as they ''are'' feats. Anyway, do we have any actual examples of feats that replace whole-cloth previous feats while still being the same balance point (which is what this change is supposed to address)? Pretty much everyone I can think of, from like Races of War, ended up at a higher balance point. [[User:Surgo|Surgo]] 21:47, 25 July 2012 (UTC)
  
:::Now then, spell components are a bad joke, and are widely free, except when you actually want the spell component to matter. Spell Components are the sort of thing you might find in a gutter, or stuck in a forgotten pocket of your cloak. Meaning that the player can get it for free ('free' translating into 'intrinsically part of ''everyone's'' life.), unless you really want to do some heavy roleplaying (seven year long quest to get a glass rod!). Though, with those magic items, you find that, even a Commoner, would be beating the Bebilith, so, obviously, there must be something wrong there. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:50px; -moz-border-radius-bottomleft:50px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:#A30506; -moz-border-radius-bottomleft:50px; -moz-border-radius-topleft:50px">(talk)</span>]]</sup> 14:13, January 16, 2010 (UTC)
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::::::I think the policy of considering each bit under the balance given rather than considering it as a whole is the most reasonable way to go about it &mdash; just as we should not expect a High class and a High feat to give the same amount of power, we should not hold scaling feats to the same standard as static feats. The only thing I might doubt is the notion that, considered as a whole, it's generally going to be 1 level higher. That bit should perhaps be removed. I might note that that bit was the reason for the confusion leading to my inaccurate statement about World-Shaker being overpowered -- giving one way to relate power level to balance range is perfectly sufficient. And renaming them would, I think, be a bad move. As Surgo said, they are feats. --[[User:DanielDraco|DanielDraco]] 21:49, 25 July 2012 (UTC)
  
::::Tarkis -- the Bebilith was actually what we spent the longest on. It eventually came down to "does the Crusader reasonably run out of important gear before the Bebilith grapples him to death") the answer to which was, barely, no. [[User:Surgo|Surgo]] 15:44, January 16, 2010 (UTC)
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:::::::A big part of why Tome feats got a boost is because they gave things that mattered at higher levels. A bunch of the M traditional feats are totally fine in a 1-5 game, but they drop off after that. You could take an M feat, like Weapon Specialization, roll it into a scaling feat with a bunch of "level appropriate" (no, I do not want to argue about what this means) abilities and have a higher balance feat like Combat School because it gave you abilities that mattered at higher levels. The higher balance point for those is a result of their being pushed up with useful later abilities in my opinion, not because they just ate a whole feat chain. Elusive Target gets pretty close to eating a whole chain though.
  
:::::I wasn't actually disagreeing with the result, even if I was disparaging it slightly. Anything with that much gear dependence is not a Win in my book, just a Likely Win, but Ghost doesn't use that level of granularity (which I actually find baffling since he goes into such detail with feat and gear assumptions, but meh). Anyway, rogue level is a gear dependent level, and if that's his results with semi-optimized gear and feats he's a fairly weak Rogue level class, but that doesn't make him a non-viable one. - [[User:Tarkisflux|TarkisFlux]] 17:35, January 16, 2010 (UTC)
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:::::::But if you want to look at some other examples, here's three - Leziad's new [[Unarmed Fighting Style (3.5e Feat)]] and Ghostwheel's [[Purple Dragon Knight (3.5e Feat)]] are trying to turn boring class themes into scaling feats, while Aarnott's [[Stealthy, Aarnott (3.5e Feat)]] is just a fairly weak scaling skill feat. These things need criteria by which to balance so that the tag remains meaningful, and it's either "sum of abilities" or "average/best of abilities" compared against feats as far as I can tell. Since the sum version means that you can't easily differentiate scaling feats made out of VH abilities from scaling feats made out of H abilities, I dislike it lots.
  
::::::My bad, I actually did use that level of granularity in the test, just didn't say it here. And it was a probable win. [[User:Surgo|Surgo]] 17:36, January 16, 2010 (UTC)
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:::::::As to the rename, I would argue that, semantically, each ''ability'' in a scaling thingy is a feat and the whole is something else. But it's not really important. I was just throwing it out there, and if we don't want to mess with it, I'm fine with that. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  22:22, 25 July 2012 (UTC)
  
:::::::If I recall correctly (didn't think to save the log), the final result was 1/3/2/1/2, that being definite win/probable win/toss-up/probable loss/definite loss. -- [[User:Jota II|Jota]] 18:34, January 16, 2010 (UTC)
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::::::::Are there any scaling feats made out of VH abilities? And if you really get away with your balance change, Tarkisflux, I agree with you that the name should be changed; if they're no longer supposed to be balanced against other feats, then the name is misleading. It would be like calling classes "feat sets" or something, hmm? --[[User:Foxwarrior|Foxwarrior]] 00:52, 26 July 2012 (UTC)
  
:::::::: Something like that. In short, the SGT carried out by Rithaniel doesn't really hold water after having gone through a proper SGT in detail in chat the other day. --[[User:Ghostwheel|Ghostwheel]] 20:32, January 16, 2010 (UTC)
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:::::::::Plenty, see Races of War for example. In any case, they are feats. They act like feats, they are obtained like feats. Even some WotC feats have multiple abilities (tactical feats). The only thing that makes them different from normal feats is that they scale. That is ''it''. Anyway, as for my opinion on the matter, I think they should be rated as sum of their parts. Not "added together" -- that would be ridiculous, we'd have "higher than very high", but sometimes an individual ability isn't Very High but the whole package is. Like [[Blitz (3.5e Feat)|Blitz]]. [[User:Surgo|Surgo]] 01:00, 26 July 2012 (UTC)
  
:::::::::There were actually technical issues with Rith's SGT (the dragon isn't the right age category, and 3rd level sorcerers don't have 2nd level spells), but it's merits have nothing to do with the fact that you ran another one some other time. What it is closer to is an SGTing of a blasting wizard since it's basically an SGT sans feat / gear / selectable class ability optimization. Which isn't particularly helpful, but is an indicator of a lack of class feature versatility. For reference, the rogue does better on a blank SGT than the crusader did, but would still fail.
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::::::::::Fox - "Get away with this"? Heh. I woke up this morning thinking this was a terrible idea and I'd wasted a couple of hours last night, but I really don't know what else to do with it. I'm not even sure I want to get away with this. The fact that DD is sort of on board and Surgo is giving it a hearing doesn't convince me otherwise. So if you think it's crap, make that argument. Please come up with something better.
:::::::::Ghost - I'm kinda interested in knowing if you thought you could optimize those encounters even better than in the chat SGT, to boost his score a bit higher than it is. Nothing specific, just wondering if he's topped out at that level or if he's got room to compete with other feat / gear optimizations in your opinion. - [[User:Tarkisflux|TarkisFlux]] 01:18, January 17, 2010 (UTC)
 
  
:::::::::: That's about the extent of optimization as far as a straight crusader goes; you can add a tattoo of augmented Expansion to become Huge if your DM allows you to get one, but that's basically building on what the crusader already does, so not really. (Which is one of the nice things about the ToB classes--[[User:Ghostwheel/On_Design_Philosophy_of_Classes|they're fairly rogue-level, and stay around there as long as you don't add blatantly wizard-level stuff to them]].) That said, a big reason that the crusader doesn't do as well as it might with further optimization is because of its role as a defender. How are you going to quantify White Raven Tactics every 3 rounds as far as the SGT goes? Or keeping monsters away from squishies while taking the brunt of the damage and making it all go away? (Or not taking any at all if you keep enemies away with Stand Still and '''''THICKET OF BLADES'''''? I just can't express how awesome that stance is...) For such classes, the SGT may often fail at its purpose, since it focuses on a single character without taking into account what they could add to a party as a whole. --[[User:Ghostwheel|Ghostwheel]] 02:55, January 17, 2010 (UTC)
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::::::::::Surgo - Scaling on its own is enough to make them not behave like traditional feats. You don't expect to get 6+ new powers with a traditional feat at level 15. Traditional feats do not give you more power later on. They do not give you bunches of retroactive powers at once when you take them late in life. Tactical feats are a decent comparison, but they tend to be appropriate for when they could be acquired and they don't really keep up after that. These do that. They behave more like mini-gestalt classes than traditional feats do. That they happen to be named feats and be acquired in the same way looks more like design laziness or a move to hook into than anything else to me.
  
:::::::::::Ok, so there's not much more to work off of for a straight SGT, but you think they would fare better in a test that wasn't geared for non-support classes. That's been a problem of the SGT for a while now. You sorta worked around it for the Marshall, and I was pretty unhappy with that treatment because it doesn't highlight their contributions as significantly, but you could argue something similar. I think I'd treat this and similar support classes in a more extreme manner, like putting a level 9 crusader with a level 6 <''anything else, I don't even care about balance levels here''> and seeing how they do. Count wins only if the level 6 guys make it through. That gives you a small enough contribution from the lower level guy that you probably can assume he would fail ALL of them without the assistance of the support class, while still being very close to an EL 10 party, so you can gauge the boost from the defender without getting substantial noise from the other guy. I haven't done any actual runs to see if I like how it works out or not or if the extra actions far outweigh the potential dead weight, but that's what I've been coming back to. - [[User:Tarkisflux|TarkisFlux]] 06:03, January 17, 2010 (UTC)
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::::::::::And you'll have to explain what you mean "by rated as sum of their parts. Not "added together" ", it's hard to parse. Are you saying rate for best individual abilities + internal synergies? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  02:06, 26 July 2012 (UTC)
  
 
{{Discussion Indentation Revert}}
 
{{Discussion Indentation Revert}}
  
:I'm actually pretty happy with the fact that the SGT is only one guy, because (a very made up example, but you get the point) it cuts out nonsense like a character who adds +100000 to everybody's rolls, but doesn't actually do anything himself. Boring to play, and the test shows that. [[User:Surgo|Surgo]] 15:54, January 17, 2010 (UTC)
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:Again, they're acquired like feats and otherwise behave like feats -- so they really should still be called feats. We can go ahead and put scaling feats in their own category and I'm okay with that, but at their heart they are still feats. As far as your second paragraph -- yeah, something like that. It's a tough construct to describe. [[User:Surgo|Surgo]] 02:29, 26 July 2012 (UTC)
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 +
::Feats have widely diverse effects and functionalities, and this is just a way of grouping some of them. WotC has created at least one scaling feat: Vow of Poverty. It's shit, but the fact remains that it's an official scaling feat, not considered any different from any other feat. Feats do not need to all behave the same way. Compare the effects of Power Attack with the effects of Otherworldly. They're not remotely similar. It is, in fact, difficult to come up with a definition of what feats should do that's broad enough to encompass both of them without also including Tome-styled scaling feats. There's no justification for declaring them "not feats".
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::It occurs to me that how we consider their power should probably boil down to the question of whether we consider their inclusion a variant rule whereby they replace standard feats. If they're meant to replace standard feats, then they can be considered in terms of individual abilities, because such a variant can inherently increase the overall power expectations of the game. That, so far as I can see, is the only reason we could consider them as a progression. Since they originate in the Tome corpus, and since that corpus includes plenty of static feats, it's probably fair to say they're meant to be used alongside static feats, so they should be considered in their whole and compared against standard feats. So I'm going to withdraw my support from this balance policy. While it would be ''easier'' to consider each individual ability, it would not be consistent to do so. --[[User:DanielDraco|DanielDraco]] 02:51, 26 July 2012 (UTC)
  
:: Ghostwheel's marshal completely evades that (despite that yes, I'd like to it being self-sustaining). Also: every non-beguiler UMD class (i.e. basically all the rogue-like classes that don't suck, including from the Tomes) sucks enormously hard without said UMD, so there must be equipment coming from somewhere. For reference, people (including me) only say rogues are good because their gear's a solved problem nowadays. But so is the crusader's: no one expects a crusader to not use a reach weapon, for example. And even the Tome classes have rather obvious equipment shout-outs. Also: WRT technically can affect self.
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:::That's Ghost's position Surgo, and I don't agree with it at all. A game mechanic name is pretty meaningless as far as I'm concerned. But that horse seems pretty well beaten at this point, and I don't see much point in beating it some more. My position is not the majority one. With respect to balance, people would rather treat scaling feats in exactly the same way as they treat traditional feats. So I'll pull the balance note and prepare myself for "multiple X balance abilities with no internal self-synergy do not a Y balance feat make" discussions.
  
::: Eh, that's pretty cheesy; I'd rather not get into extreme cheese when balancing classes and such :-/ --[[User:Ghostwheel|Ghostwheel]] 01:44, January 25, 2010 (UTC)
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:::But if we're going to treat them the same, I don't see a reason to keep a different category or nav page for them. If they're supposed to be interchangeable with a traditional feat at the same balance category then we might as well keep them all in the same pile. I won't revert this one yet, because if someone has a good reason for keeping them separate it would suck to split them again, but I want to soon without a good reason to not. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  05:01, 26 July 2012 (UTC)
  
:::: What is? Assuming equipment, or self-WRT? For the first: not doing it writes rogues off actually passing the SGT. For the second: it's unquestionably allowed, it makes crusaders have 4 turns per 3 rounds in the SGT (which was the original complaint, on it being "unmeasurable"), and it's most likely not its best use anyway whenever the crusader does have allies - even in a ToB-only party (if it even exists) you'd rather have a warblade string full attacks on enemies unable to relocate, and with spellcasters, they're definitely the prime targets.
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::::Well, some people do come here and go like: ''scaling feats, what the...?'' It does make sense to me to have a way to quickly inform these people what the deal is. [[User:Surgo|Surgo]] 13:47, 26 July 2012 (UTC)
  
::::: The latter, I'm fully in favor of characters getting level-equivalent equipment. Partially because it opens up the possibility of severe abuse (RKV), and because it goes against what I feel is the spirit of the maneuver, though YMMV *shrug* --[[User:Ghostwheel|Ghostwheel]] 18:26, January 28, 2010 (UTC)
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:::::Isn't that what balance tags are for? So when they go "what the...?" they can look at that and decide if it's appropriate or not for their game? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  17:23, 26 July 2012 (UTC)
  
== Soulknife=Monk? ==
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::::::I think in this case, the "what the...?" being referred to is more "why on earth would somebody make feats massively more complicated", not "is this balanced?" --[[User:Foxwarrior|Foxwarrior]] 17:41, 26 July 2012 (UTC)
I'm kind of new to D&D, so I don't exactly get why the soulknife is considered monk level. If it should be painfully obvious to regular players, please don't laugh, just explain why (I'm pretty sure there is more to it than the medium BAB) --[[User:Lord Mattos|Lord Mattos]] 02:24, January 26, 2010 (UTC)
 
  
:The soulknife is basically Monk level because at low level its class abilities amount to:
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:::::::Tarkis asked me to chime in on earlier-linked feats to help re-calibrate expectations. I think Unarmed is Very High. I think Purple Dragon Knight is moderate -- actually, it even looks like a Tactical feat to me. I think Stealthy is moderate too -- looks a bit less like a Tactical feat, but still not so far away. [[User:Surgo|Surgo]] 03:32, 27 July 2012 (UTC)
:* A free shortsword
 
:* Weapon focus with his free shortsword, but not any other shortswords, like say a masterwork one.
 
:And at mid-to-high levels:
 
:* His shortsword is now a fairly level-appropriate bastard sword, or two fairly level-appropriate short swords
 
:* Moves somewhat faster
 
:* The sword is now also a bow
 
:* Much weaker sneak attack that isn't compatible with full attack
 
:* More Weapon Focus with his swordbow
 
:So basically, he gets two or three level-appropriate magic weapons for free, but none of the class features that actually make being a face-stabber worthwhile at mid levels, and no class features that a few gold can't buy at low levels. The weapon flexibility doesn't matter because none of the properties actually affect its odds against monsters all that much. And he can't multiclass out without making his actual soulknife class levels ''completely'' worthless, since the weapon doesn't actually auto-scale. And that's not all that different from the Monk, except he can actually hit ghosts about half the time. [[User:Quantumboost|Quantumboost]] 03:34, January 26, 2010 (UTC)
 
  
::And as some dissonance, that sneak attack can be translated into "I drop it" by attacking mental stats with Knife to the Soul. Animals, giants, dumb monsters, etc...within a few hits, they're done. Which doesn't exactly help the major problems. A lot of people have said that Soulknife could just be a feat, and they aren't far off. --[[User:Genowhirl|Genowhirl]] 05:26, January 26, 2010 (UTC)
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== Balance of Spells ==
  
== SRD ==
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Ok. At least two people have now said that they don't want balance points on spells, and that's enough for me to start a discussion on it. I thought that the idea that some spells were underpowered for an optimized wizard, but not for a sandbagging wizard and were therefore lower balance options in themselves was pretty well accepted, but I guess not so much. So for those of you who don't think spells should have balance tags on them - why not? Getting on the same page here would be nice. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  00:32, 3 August 2012 (UTC)
  
It seems to me that it would be easier to determine balance points for things if the feats, spells, and classes in the SRD had Balance Points. --[[User:Foxwarrior|Foxwarrior]] 20:49, February 25, 2010 (UTC)
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: As far as I'm concerned, spells should have a balance range just like most other things for the above reasons. --[[User:Ghostwheel|Ghostwheel]] 00:35, 3 August 2012 (UTC)
  
: I agree with you, and even proposed assigning balance points to SRD material, but was told not to. --[[User:Ghostwheel|Ghostwheel]] 22:21, February 25, 2010 (UTC)
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::Spells should totally have power ranges on them. If it's an appropriate ability for a character at that level in a given power range, then it falls within that power range. So ''ghost sound'' is decidedly VH, whereas ''polar ray'' is merely H, even though both are spells meant for a VH class. --[[User:DanielDraco|DanielDraco]] 01:04, 3 August 2012 (UTC)
  
== Renaming the Tiers ==
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:::I think polar ray would be M...I guess I'm in the minority here. Carry on with balance range spells, I guess. [[User:Surgo|Surgo]] 01:58, 3 August 2012 (UTC)
  
I've solicited this idea before (at some point somewhere), but I think I should try again.
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::::Well, if there is a strong reason not to do so I'd like to hear it. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  02:25, 3 August 2012 (UTC)
  
I know this is a pain in the ass, but it still bothers me that we name our tiers of balance after classes. Sure, it seems logical enough when balancing classes, but it becomes very abstract when balancing races. Why not just rename the tiers to what they actually mean?
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::::: For what it's worth, I agree with Surgo's assessment on the balance range of Polar Ray :-P
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::::: Fireball and the like would be more H --[[User:Ghostwheel|Ghostwheel]] 02:31, 3 August 2012 (UTC)
  
* Tier 1 = Wizard
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:::::: Polar Ray is made from penis. M balance level at the highest. Seriously, why would you use this? --[[User:TK-Squared|TK-Squared]] 12:41, 3 August 2012 (UTC)
* Tier 2 = Rogue
 
* Tier 3 = Fighter
 
* Tier 4 = Monk
 
  
Wizard, rogue, fighter, and monk are just examples of what the particular tier means. I find it strange to name something after its example rather than what it actually is.
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:::::::Seems my understanding of H is flawed (which really makes me wish we had proper definitions). But in any case, since everyone can see so clearly where a given spell lands, I think that in itself is adequate reason to conclude that it is valid spell information. And if the information exists, and we already have a place to show it, there is no reason not to display it. I fail to see how any counterarguments can exist besides, "I don't wanna!" --[[User:DanielDraco|DanielDraco]] 20:34, 3 August 2012 (UTC)
  
I also understand it is a convention here to use the existing names. I learned to use nonlethal instead of subdual, and I think we can do the same. There is a small benefit in changing the name to actual numbers. Instead of saying "this is somewhere between rogue-level and wizard-level" we could say "this is a tier 1.7 feat, so we can mark it as a tier 2". Even if that isn't useful, at least we don't have confusing "Fighter" levels of balance on our optimized builds and feats. On everything except classes it is 2 levels of abstraction instead of 1. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 18:24, March 29, 2010 (UTC)
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One major aspect of this is that ''all'' spells on this wiki would need balance points added. That's... a lotta work, and it's gonna mean a lot of incomplete articles. Given how reluctant folks were to even update legacy ratings for a while (and that was ''much'' less to do), I don't see this going anywhere fast. But at the same time, if people agree that spells need BPs, I'm happy to lead the way. - [[User:MisterSinister|MisterSinister]] 20:58, 3 August 2012 (UTC)
  
: I don't really mind either way (what's in a name?), but I think a decision was made not to assign tiers to races. --[[User:Ghostwheel|Ghostwheel]] 18:33, March 29, 2010 (UTC)
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:Well, they don't ''need'' balance points added unless they're a higher balance than the balance points of the classes they're for. Otherwise, they're just helpful advice. --[[User:Foxwarrior|Foxwarrior]] 21:58, 3 August 2012 (UTC)
  
:: Sorry, I meant races as a "for instance". I just find it strange seeing a feat with a "wizard" rating (it is especially confusing for a feat that grants abilities for non-spellcasters). --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 18:36, March 29, 2010 (UTC)
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::The same spell could be contained in classes of very different balance points, for one thing. For another thing, a spell could be considered VH at level X, H at level X+Y, M at level X+Y+Z, etc. For yet ''another'', having to look up the class every time you wanna check the spell for balance (or rate it) is ''super'' annoying. - [[User:MisterSinister|MisterSinister]] 22:39, 3 August 2012 (UTC)
  
:::There are two major problems with that nomenclature change.
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:::The varied balance depending on acquisition level is something I completely agree with actually, and is an admitted thorn in the side of spell balance that I had not considered. I'm not actually sure how to deal with that other than to use WotC caster acquisition level as a reference. If a class then consistently got M spells a couple of levels earlier than, H spells at the same level as, and VH spells after the reference full caster that would be a good sign that the class was H even if they were a full caster themselves. But if that's a bit of a stretch for some people here to accept, I'm not sure it's worth doing.  
:::First, numbers seem to indicate a level of objectivity - you presumably have enough evidence to assign it a number, so presumably you're basing that on results from some outside standard. I don't know if they've been going on in the background, but I haven't seen that many SGTs actually run - as opposed to basing things on gut instincts or vague comparisons to other classes. In other words, we wouldn't be ''lying'', but we'd be putting on airs of objectivity when that just isn't justified.
 
:::Second, there are already systems out there using the "Tier #" nomenclature, and that would just add to confusing the balance standard here with those other balance standards. That is something that would be very bad. --[[User:Quantumboost|Quantumboost]] 18:41, March 29, 2010 (UTC)
 
  
::::1. We could use roman numerals if numbers really do imply objectivity: Tier I, Tier II, etc. It is difficult to use different names than that, however, because we don't want to imply that one level is better than another.
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:::As for adding balance to spells, that's relatively easy in most cases. If a user writes theirs for a particular balance range in general, I can bot edit that in. I did it with yours already MS (they're all VH now) and could do it with Cid's in about a minute. Otherwise we could do manual, and it's not like we didn't go through and put a bunch of balance tags on articles that didn't have them back in the beginning anyway. We would just have to accept non-author placement of the tags like we did for a lot of feats in the beginning, and support any author's changes over the initial tag (even if it led to discussions about why it doesn't fit in that balance). - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  00:32, 4 August 2012 (UTC)
::::2. My main point is that we should use names that actually describe what the balance level '''is'''. Monk does not tell me much about a feat. I have to understand the conventions of this wiki in detail. Tier 4 might not tell me much right away, but I can read a quick blurb that explains that Tier 4 is low-powered and has the weaker feats, classes, etc. After that when I see Tier 4, I know what to expect. With "Monk" I have to first think of what power level monks are and then think of what that means for the game I am playing.
 
::::If we are talking about ''our'' balance system, we should name things based on what they are, not based on examples of what they are -- even if other systems use similar names. See what I mean? --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 18:56, March 29, 2010 (UTC)
 
  
:::::I'm against the idea, but I am very busy so please give me a few days to formulate a proper (and hopefully convincing) response. [[User:Surgo|Surgo]] 22:10, March 29, 2010 (UTC)
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::::I'd be OK with doing it by comparison to WotC standards (poor and inconsistent though they are). Also, thanks for doing that bot edit for me.
  
::::::I'm with Surgo in being against a shift to numbers, numerals, or letters. I don't want any balance level name that leaves an explicit or implicit ranking in the name itself. Which means I am personally only going to be happy with words being used for the balance levels, because I want words with a connotation that actually refers to the level in question. Right now we have that, but I'm not unsympathetic to the argument that these words already have a specific denotation in the game and that's getting in the way of their intended use here. So if those words don't work, I'd want to replace them with other words, preferably words that gave some indication of what type of game was likely to be had with that material. Here's an example of what I mean:
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::::My main concern is that we simply need to apply this standard to everything as rapidly as possible, since because of this, we have a metric asstonne of non-compliant articles. And you know how I like compliance. - [[User:MisterSinister|MisterSinister]] 06:01, 4 August 2012 (UTC)
::::::*Monk -> Mortal
 
::::::*Fighter -> Heroic
 
::::::*Rogue -> Legendary
 
::::::*Wizard -> Mythic
 
::::::Or something similar. I just really want something with meaning and not ranking in our level assignments. - [[User:Tarkisflux|TarkisFlux]] 05:56, April 6, 2010 (UTC)
 
  
::::::: I don't know if I'd call the rogue tier "legendary"--while it does have quite a lot of powerful abilities in the balance range (perhaps even rename the whole thing "Balance Ranges", since they're not really points per se), "legendary" doesn't feel right. I'm not sure of the right word, but for some reason that one just doesn't seem to represent the current "rogue" range of balance too well. That said, not even the monk range of balance is really "mortal". --[[User:Ghostwheel|Ghostwheel]] 11:01, April 9, 2010 (UTC)
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==Balancing Prestige Classes==
  
::::::::Sorry, been busy. All post my thoughts soon. [[User:Surgo|Surgo]] 12:43, April 9, 2010 (UTC)
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Balancing of canon prestige classes must be done. Yet it may be best on a separate page. In fact this could also be said of the example canon classes.--[[User:Franken Kesey|Franken Kesey]] ([[User talk:Franken Kesey|talk]]) 18:43, 19 November 2012 (UTC)
  
:::::::::At higher levels, things that rogue level characters can do get passed down in legends and stories. At higher levels things that wizard levels can do get passed down in myths that most people only half believe even if it's entirely true. At least that is going to be my half-assed justification for those assignments, since I wasn't particularly happy with those when I put them up anyway. And I agree that monk isn't really mortal, I just didn't have a good word for less than heroic that didn't also carry negative connotations. - [[User:Tarkisflux|TarkisFlux]] 17:00, April 9, 2010 (UTC)
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==Very High Balancing Link==
  
::::::::::I'd float [ http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassNormal Badass Normal], but I'm not sure as to how it would gel with the other names. -- [[User:Jota II|Jota]]
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The Link to the Very High Balancing list has some kind of failure. I am unsure how to correct it and I really don't want to screw something up that you may or may not be able to correct. (Though I think you can normally reverse anything with a button click. Still, I think it is better to inform someone that knows something.) The link goes to the correct place, but inputs Very_High instead of Very High into the search button, which gets no results. PS: I have no account, sorry.
  
:::::::::::I don't think Badass Normal is appropriate, since a large fraction of the classes in each balance point rely on not being normal. The only Badass Normal classes in all of WotC D&D are the Fighter, the Rogue, the Scout, the Barbarian, and maybe one or two more. Note that those aren't Monk-level. --[[User:Foxwarrior|Foxwarrior]] 19:16, April 9, 2010 (UTC)
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== Narrowing VH ==
  
:::::::::::: I like "Balance Range" as Ghostwheel said. As for the names, I like Tarkisflux's ideas (except the monk name, the only thing coming to my mind is Brave) for the names of "tiers". Monk, Fighter, Rogue and Wizard are quite misleading as I observed with my local group. --[[User:Leziad|Leziad]] 19:31, April 9, 2010 (UTC)
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Rather than break VH into two categories, this is more a proposal to narrow it. Some very ridiculous characters are already excluded from the category, and I'm proposing that we exclude a few more. Not because there's anything wrong with wanting to play those things, but because they're often the results of specific optimizations or odd rules interactions that don't make a good fit for the top end of the balance range. Planar shepherd, cheater of mystara, incantatrix optimizations, and similar optimized builds are what I have in mind for excluding specifically. Rather than fall into a new category, they would simply be examples of unsupported balance character options that you could optimize up to but that we don't support unoptimized classes or options reaching by default. Thoughts? - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  19:27, 6 September 2014 (UTC)
  
:::::::::::::Brave's not bad actually. I could see Brave -> Daring -> Heroic -> Legendary if just changing the words around would satisfy people looking for a change. Still waiting on Surgo's 2 bits though. - [[User:Tarkisflux|TarkisFlux]] 01:20, April 16, 2010 (UTC)
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:I approve, and am willing to debate where the line is drawn.  If you wish, the [http://www.minmaxboards.com/index.php Minmax Boards] have optimization (in MinMax) and theoretical optimization (in You Break It You Buy It), which I suggest may be a good starting template. It would at least recognize Pun Pun and it's ilk as the TO that it is.
  
:::::::::::::: Those seem to fit much better *nod* Those are ones I can get behind. --[[User:Ghostwheel|Ghostwheel]] 01:31, April 16, 2010 (UTC)
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:My own example that I use, Planar Shepard, isn't so much a case of me accepting it.  No, I'd never allow it.  But it does strike me as "the strongest thing Wizards has created" and thus is an example of a line never to be crossed.  At the very least it seems a bad idea to be worse than Wizards when we're trying to be better than them. Probably also in this realm, nightstick abuse, thought bottles, and chain binding solars (though again, I'd really like it if things were less than that).  Things that break most games but, in theory, someone might be able to play as some kind of super high level DBZ/Exalted/dominate the world and destroy the Abyss itself kind of game.  This is opposed to something like Pun Pun where there IS no game, the player simply goes "I win."  And it is so.
  
== Why I Don't Want to Rename ==
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:Actually when you think of it, the ultimate line I draw for wizard is optimized core (specifically core druid, YMMV) since it's easier as a baseline.  Everyone uses core.  Not everyone brings a Faerun class to Eberron and allows them to channel Xorait as their plane. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 21:23, 6 September 2014 (UTC)
  
The balance points (not tiers) were named the way they were because it provides direct and immediately comparable information. When something says "Monk", you can immediately say "if I have a Monk in my game, this is probably okay." I obviously can't really say "if I have a Daring in my game, this material is probably okay." That doesn't make sense, nor should it, because it's not how the balance points were designed. I want the balance points to have the property that, just by reading the single word, you know immediately where the material on the page stands. I don't think any of the above changing suggestions have that same property. --[[User:Surgo|Surgo]] 16:49, April 16, 2010 (UTC)
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:: The thing is, just as there are people who play games at VH-level, there are also games where people play theoretical builds. It's as though we're saying that we disapprove of them doing so because we're excluding such things from balance ratings. If we want to exclude people, we'd better have a damned good reason, and "because they're too strong" doesn't seem like a good reason, much less a very good one. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]])
  
:Your arguement assumes that the person looking at the material actually knows what the balance ratings mean. Allow me to illustrate. "Jim" comes to this website for the first time looking for content for his players. Jim sees [[Defensive Roll (3.5e Feat)|Defensive Roll]] and thinks that the feat is pretty well balanced for rogues. He then goes to [[Sudden Antimagic (3.5e Feat)|Sudden Antimagic]] and thinks that we must be morons because that feat totally doesn't work with a wizard.
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:::The thing is, one does not "play" theoretical builds. This isn't a style choice, it's a mechanical one. While I'm working on a succinct definition of theoretical builds, the thing about them is that they cannot be reasonably challenged and thus there isn't a game to be had.  Take Pun Pun, who can literally be like "Pun Pun always wins." and there it is.  Or the omnificier, who dabbles with infinite loops and thus remains unchallenged.  This is why they are theory, rather than stupidly strong.
  
:So Jim goes and reads our balance ratings. He now needs to learn all about what balance levels actually mean and then has to remember when he uses this site that monk level is actually the weakest level (Jim used to think monks were overpowered).
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:::Mind you I'm perfectly ok with a new Planar Shepard level to handle some strange game where the PCs are expected to sunder planets with their eyebrows as par for course, but I think the demand for that is A) not great enough and B) it already is present in the form of the Immortal's Handbook.  If there's actual interest to make homebrew suitable for the Immortal's Handbook, sure, maybe, whatever, but even they have some sense of balance, no matter how many 0s they tack on the end of their numbers.  In short, even if Planar Shepard+ existed, it wouldn't include TO.
  
:Changing the names won't avoid the learning curve for Jim. It will avoid the initial confusions.
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:::That, and I believe the entire point of the balance levels IS exclusion, exclusion for the sake of clarity to tell people what they are expecting.  You want Low, you should be expecting small damage numbers and high deaths.  You want High?  You should be expecting a lot of victories but nothing campaign setting changing.  You want Very High?  You should expect campaign changing and high victories, but that's not the same as being unchallengable or being anything goes.  Very High isn't an exception to the bounds of the other balance points. The line is fuzzy, but there is a beginning and an end to all of these.
  
:And using your logic above, if Jim doesn't know what balance points mean and he thinks along those lines (I have a wizard in my game, so anything wizard level or lower is fair game), that wizard who uses fireballs is suddenly going to feel overwhelmed by the fighter that is picking tome feats.
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:::A counterpoint.  You see it rarely, but what about things that are so low they fall off even the Low balance point.  Things that are so useless or even actively harmful that you may as well be leveling in reverse?  I would say also that these things don't belong in Low just as much as I'd say Pun Pun does not belong in Very High.  In doing so, I'll exclude those who want to play Cripples & Crying 3.5e, but I'm willing to do that. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 23:10, 6 September 2014 (UTC)
  
:So, yes, the name monk has a bit of meaning, but only once you understand the whole balance point system. What I'm proposing instead is to strip other implied meanings away from our balance names so that the person is forced to learn what they mean and won't get confused with their existing notions of balance. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 18:48, April 16, 2010 (UTC)
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:::: As a VH material author I am in 100% agreement with Eiji here. I would like to add that if VH become too broad we can end up with a character vastly weaker than another even if they all use VH material and have a similar level of optimization, which kind of defeat the purpose of balance range. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 23:18, 6 September 2014 (UTC)
  
::I won't argue against the fact that it still requires understanding what the balance points mean. That much is perfectly clear, thanks to your verbose example. However, there is something else that the set {Monk, Fighter, Rogue, Wizard} has going for it that the above proposals that were not numerical do not have -- order. It's pretty obvious what the ordering is in that set, no matter how you arrange it. I don't really know the order of {Brave, Daring, Heroic, Legendary} is supposed to be, especially when it gets scrambled. If we want to replace Monk, Fighter, Rogue, and Wizard, we need to come up with a set that has an obvious order. (And before anyone brings it up, I know there are a few whackos out there that think Monk isn't on the bottom or some other order change. I don't care about the few whackos.) [[User:Surgo|Surgo]] 19:08, April 16, 2010 (UTC)
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:::::Playing TO builds is not the same as playing TO material, in exactly the same way as playing H builds is not the same as playing H material. There may be overlap, but it is possible to rules chain M material into an H build. The question seems to me not whether we're not going to support TO builds, but whether we're going to support material that is on par with TO builds without the actual optimization part. And I think the answer to that can be a firm "Nope" without substantially changing the sorts of things that we support.  
  
:::Order without implied "betterness" or other ranking is a tough thing to do, and I thought that suggesting a level was better than another was something we were generally opposed to (I certainly am). It's the only reason I opposed Aarnott's previously suggested labels, but if community says we don't care about that anymore then something clean and straightforward like Aarnott's set is going to be really really easy to work with, even if I find it distasteful. I'm not even sure that the benefits of it don't outweigh the relatively minor drawbacks so much that it's worth stomaching anyway.  
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:::::And to reiterate, we ''already'' exclude some TO from VH. Pun-pun, the wish, and the word are already specifically excluded. Not because we don't support their existence in general or because we don't think people should play those things (well, I don't anyway), but because they're not a useful metric to balance against. Dropping the bar farther does exclude things from the categories, but only in so far as it says that they're not a useful bar to measure against. I don't see why that's a problem in itself. - [[User:Tarkisflux|Tarkisflux]] <sup>[[User talk:Tarkisflux|Talk]]</sup>  04:40, 7 September 2014 (UTC)
  
:::Regarding my set, I actually think that there is an order to the alternate names I've suggested, though that might just be because they carry somewhat different connotations for me than for you (ignoring for now the fact that they're in alphabetical order as well). They are largely synonyms of each other though, so I can see where confusion would set in, but I'm not particularly attached to them in any case. If there were words for types / scales of adventures those would fit better than mine, I just haven't found them yet. - [[User:Tarkisflux|TarkisFlux]] 19:27, April 16, 2010 (UTC)
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== 5e Classes ==
  
::::To tackle this topic from another angle, what does a rogue level feat mean? Is it the level of power that an optimized rogue would use? Are you really going to argue that Weapon Finesse and Two-Weapon Fighting are "rogue" level feats according to our balance points? I don't think they are (at least according to unwritten conventions on this wiki). What we call rogue level feats are really just feats that fit well in a 3rd tier of power. They don't fit the model of being balanced against an optimized rogue at all (an optimized rogue uses "fighter" level feats). I think this is the main source of my confusion with the system. If you can come up with a good explanation of exactly what a rogue level feat means, then there is no need to abstract the tiers. Otherwise, it is just a point of confusion. --[[User:Aarnott|Andrew Arnott]] ([[User Talk:Aarnott|talk]], [[Special:EmailUser/Aarnott|email]]) 20:19, April 16, 2010 (UTC)
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Do we want a section for 5e classes? They range from pretty "meh" (Ranger) to dealing lots of damage per round (Fighter, Barbarian), to Save or Dies at higher levels of the wizard (Feeblemind, Dominate Monster, Prismatic Wall), though save-or-dies target at most one creature. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 22:13, 11 October 2015 (UTC)
  
:::::Technically, the SGT can only establish the level-appropriateness of a particular *build* given a single run-through (and then making some assumptions about terrain etc.). A class can possibly be considered SGT-appropriate (or a corresponding point above or below that) if a "typical" build is SGT-appropriate, or if it can reliably be used to make a build which is of the desired level.
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== 5th Edition ==
:::::You can to an extent attribute a balance point to a non-class component if using that component often brings a build which is on a less-powerful balance point up to the specified balance point. Even then you'd have to be careful about attributing too much of a change to the component. --[[User:Quantumboost|Quantumboost]] 22:35, April 16, 2010 (UTC)
 
  
::::::Back to ordering, "Monk" etc. doesn't imply that one is better than the other, it just says what level they are while having an implicit power ordering. For any label replacement, I would like to keep that property. Yeah, it's hard. But I don't think it's intractable. [[User:Surgo|Surgo]] 23:09, April 16, 2010 (UTC)
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Should we add a blurb for that? --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 07:50, 27 August 2016 (UTC)
  
An important note is that "probably" -- that's pretty important. It's not an exact science, nor should it be. In addition, it's generally easier to nerf stuff that's too good than it is to boost something that's under-performing. This is why I have always wanted people to edge on a liberal interpretation of their material when placing the balance point, instead of a conservative one -- so that over-performance is a more likely occurrence in a game than under-performance. [[User:Surgo|Surgo]] 16:49, April 16, 2010 (UTC)
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:Sure. Despite playing 5e I don't really know much about it. I noticed the save-or-dies are all pretty meh though, since they're all single target and can make a save every round. The only spells that are worth a damn on that front are the illusions (as usual) and creation (you can still create tons of poison under your enemies). [[User:Surgo|Surgo]] ([[User talk:Surgo|talk]]) 12:39, 27 August 2016 (UTC)
  
== A Little Confused ==
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::I don't have a good balance idea on 5e yet, but I may yet soon be able to start making homebrew... -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 07:37, 16 October 2016 (UTC)
There seems to be something strange about the balance points here. You give the Monk, the Fighter, the Rogue, and then the Wizard. I use the Tier system from brilliantgameologists, and it puts the Rogue and Fighter at tier 4 while placing the monk at tier 5... tier 1 is where the wizard and cleric and druid are. So is there something that other people don't know about the rogue that you guys know, or is this just based off of PHB classes and this was the best thing on hand when writing the balance points (I have a strong suspicion that's not the case, but I'm throwing around ideas at midnight-thirty). Anyways, just a little confused. --[[User:For Valor|For Valor]] 07:36, June 28, 2010 (UTC)
 
  
: Three parts for the rogue being rogue-level: Sneak attack (which base rogue kinda sucks with medium BAB compared to other characters, almost fighter-level even if you play it straight, but you can do good things with it if you do a [[Basic_Combat_Rogue_Guide_(3.5e_Optimized_Character_Build)|Daring Outlaw]]), UMD (screw people with wizard spells), and the [[Halfling_Hurler_(3.5e_Optimized_Character_Build)|bonus feat]] trick. That's about it. The tier system just doesn't really take those things into account much. --[[User:Ghostwheel|Ghostwheel]] 08:01, June 28, 2010 (UTC)
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== link of list of articles doesn't work==
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The link of the lists of articles based on balance points doesn't work. They came up with 0 result for me. --cofvee
  
::Don't forget that the rogue has significant out of combat abilities. The rogue can DO stuff when you're not fighting. The fighter is incapable of much beyond hack and slash. [[User:Karrius|Karrius]] 09:57, June 28, 2010 (UTC)
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==Missing WOTC Classes==
  
:::I never really "got" JaronK's tiers anyway. [[User:Surgo|Surgo]] 21:04, June 28, 2010 (UTC)
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Just noticed that the paladin and wilder are not mentioned on this list. Why?--Franken Kesey 13:11, 5 May 2019 (MDT)
  
:::: Is that the "real" reason you pushed hard to create a different tier system? :-P --[[User:Ghostwheel|Ghostwheel]] 21:21, June 28, 2010 (UTC)
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: Because these are examples. Not every single class ever needs to be used as an example. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 14:06, 5 May 2019 (MDT)
  
::::: No. [[User:Surgo|Surgo]] 22:41, June 28, 2010 (UTC)
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::It is just odd that they are the only two missing. Paladin is moderate and wilder very high, correct?--Franken Kesey 14:26, 5 May 2019 (MDT)
  
::::::People seem to be forgetting about touch attack flasking as a viable strategy for a rogue, since you can stack it with TWF and your SA through any number of easy ways to deny your opponents Dex to AC. So I'll bring that up as another reason rogue > fighter. Basically, you can play the rogue in such a way that he performs better at all challenges on average than an equal level fighter, and if you have sufficient gear access and some solid optimizations you can almost keep up with the wizards even. - [[User:Tarkisflux|TarkisFlux]] 01:53, June 29, 2010 (UTC)
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::: Sure. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 14:30, 5 May 2019 (MDT)
  
::::::: Can you think of any other way apart from wizard spells to get enemies to be denied dex to AC from range? (Since much of the time, items rest on what the DM allows/hands out.) --[[User:Ghostwheel|Ghostwheel]] 06:50, June 29, 2010 (UTC)
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::::Can the two missing be added, since they are the only ones missing?--Franken Kesey 08:36, 6 May 2019 (MDT)

Latest revision as of 14:36, 6 May 2019

ArchiveEdit

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


Other Balancing TypeEdit

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 inconsistenciesEdit

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?Edit

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 ConventionsEdit

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)
Weak also implies "bad", which we'd like to avoid, especially when the next level up is "competent". Monk-level, as we call it now, is a perfectly acceptable balance level to play at. I don't want to be telling people that like playing monk-level games that their characters are incompetent. --Aarnott 16:15, 19 April 2012 (UTC)
I have previously argued for a similar naming convention, and prefer it to the class based naming convention we presently have. Surgo's primary objection to such a scheme at the time was that it couldn't be used easily in a sentence. As he has indicated he doesn't really care what direction we take this discussion (and I think his objection was overstated anyway), I don't think that's relevant anymore.
In short, I'm for it and don't see any bureacrat vetoes of it. I would suggest one change though. I'd prefer Legendary to Mythic, so that the progression was MDHL instead of MDHM and we don't reuse the letter M. - Tarkisflux Talk 17:30, 19 April 2012 (UTC)
While we're changing these, I think it should be balance ranges or tiers instead of points, since each tier/range can contain a wildly divergent array of classes, each one more or less power than the last. I'm not even sure "balance levels" fit, since they're not really levels... tiers then? "This class is mortal tier," or somesuch? And yeah, Legendary is fine in my mind. --Ghostwheel 18:07, 19 April 2012 (UTC)

→Reverted indentation to one colon

"Balance Tiers" is bad for term confusion reasons, and I oppose it. I'd take ranges though. - Tarkisflux Talk 22:49, 19 April 2012 (UTC)
I'm somewhat opposed to calling Monks "Mortal Tier". A level 20 Monk is an outsider who doesn't appear to age, is immune to diseases and poisons, turns into a wispy ghost thing, teleports about a sixth of a mile every day, kills people 20 days after he's last been on the same plane as them, and (barely) survives skydiving into lava without a parachute. I'd suggest a name like "Wimpy Tier", but apparently that's bad form. "Modest" or "Moderate" tier, maybe. "Simple"? --Foxwarrior 02:06, 20 April 2012 (UTC)
Using terms that do not actually denote a degree of power (e.g., "Mythic," "Heroic") is problematic because it does not form an obvious scale. A new user will not be able to distinguish between them without having to research our system. And even then, they have to memorize the sequence. It's not casual-user-friendly -- and our chief problem here on the wiki is appealing to casual users who happen to stumble upon us. On top of that, it carries implications even more than terms like "weak" do. "Legendary," "Mythic," "Heroic," and the like carry a very profound meaning, and their scope extends far beyond a simple metric of power.
On the other hand, terms that directly describe a degree of power in a scale of superlatives and comparatives has the issue of making people shy away from the ones labelled "Weak." So what we need is a system with terms that form an obvious scale, but carry no connotations. Basically, we can't use words, because it's impossible to accomplish both of those with verbal descriptions.
So I'd suggest abstracting it to letters or numbers. I'd suggest letters, since with numbers there is the ambiguity of whether we are scaling top to bottom or bottom to top; with letters, people generally understand A to denote the highest category. So I'd suggest something along the lines of A-Class, B-Class, C-Class, and D-Class. Sure, it's boring, but it's about as clear as possible, and it minimizes prejudice about as much as we can while still actually providing information. --DanielDraco 02:32, 20 April 2012 (UTC)
Any obvious letter scale is going to include negative connotations. Aside from standard references to letter grades, similar classifications schemes are used in all sorts of regulatory structures to denote product quality. The information provided by such a scheme to a casual observer who is not aware of what we are doing with it is that "this material is better or worse than some other material". It's not even clear that we're referring to playstyle concerns instead of quality. As such, I remain firmly against such a scheme.
Attempting to come up with a balance indicator that doesn't require someone to look at the page is a fools errand. I would rather get people to say "Huh? What does this mean?" and follow the link to an explanation than assume that they understood it because it was overly simple and 'obvious'. If we want to increase casual user accessibility, we should make the balance page more casual friendly by including playstyle examples, hiding the detailed balance stuff in a spoiler block, or whatever. We should make it easier to learn what we mean with our terminology, rather than make our terminology so easy that it invites confusion from those who aren't confused enough to look it over.
I think there is an actual progression in the MDHL setup, but it's a vague progression. Which I think is an actual good thing, in that it pushes people to read what we're actually talking about. But if you want something with more meaning than that, then it needs to be meaning within the game, and we should stick with class labels for the ranges. Letter and number ranges carry too much baggage, both in denotation and assumptions. - Tarkisflux Talk 04:28, 20 April 2012 (UTC)
Letter scales are also familiar in regulatory structures for tournaments in all sorts of games (mostly video games) where multiple classes/characters are available. They indicate power, and nothing else. Yes, there can be connotations pulled from analogy to letter grades, but far stronger connotations are intrinsic in the MDHL thing.
And the terms used for MDHL don't even make sense. Mortal means you are capable of death. Daring means you're brave. Heroic means you save people. Legendary means a lot of people think highly of you. None of those have anything whatsoever to do with power levels, and I'm baffled by any of them being suggested to indicate power.
Making people go elsewhere for information is good? If we can provide a gloss of info at a glance, and require further reading only for further information, I think that's ideal. If there's a field that says, "Power level: A-Class", people will think, "Oh, it's in the highest tier of power." If they see "Power level: B-Class", they'll think, "Oh, it's in the second-highest tier of power." They won't need to read anything to know that. If they want the finer points of how we determine that, then they can read up on it. There's no reason to require detailed information in order to understand a vague categorization. --DanielDraco 04:45, 20 April 2012 (UTC)
So, are those rankings there to limit people into a particular overall grade, or to keep people from making poor decisions, or what? I'm not a part of that culture, and I have no idea how they'd be used, or which character I'd want in such a situation. Is your contention that because a (likely small) subset of people use letters in a way that doesn't do the things we don't want, we should going to make the assumption that most people in our casual group do as well? That's a pretty big leap DD. I'd say it's a bigger leap than my MDHL leap, but I figure that's because of "it doesn't apply to me and it does to you" bias. So I figure I'll go on hating letter schemes with obvious rankings, and you'll go on loving them because you are familiar with how they work from other contexts, and we'll just agree to disagree on that and move on.
And yes, within reason making people look elsewhere for information is good. It's what gets them on the same page (when that page isn't the first thing they read). It's what will keep them from saying "This overpowered shit is A-Class material? Fuck this site." It's what will let them know "Oh, I want C material" if they don't happen to land on it and not get confused by the seemingly low ranking. By selecting something that is easy to understand and conveys the information that you recognize, you are actively asking everyone who doesn't see things that way to get hung up on preconceptions and make a poor decision. Confuse and reframe is a real sales technique because people do actually get hung up on their preconceptions, and breaking them out of those by not giving them what they expect is a good way to get through to them, as long as they can easily learn what is meant by it.
As for MDHL, I mostly agree with your definitions. And even with them, I think that there is a clear progression in terms of story scope based on those terms, whether it's in good or evil form. You're welcome to disagree, and I think it's clear that you do. You haven't commented about retaining the present class names (or I missed it), but let's try something else. Would a combined scheme, like Mortal (D-Class) or D-Class (Mortal) be less offensive? - Tarkisflux Talk 06:06, 20 April 2012 (UTC)
Having slept on it, I think I've found an order based classification scheme I could live with. Type-A, Type-B, and so on (or order reversed, whatever) indicate a grouping without ranking more strongly than a scheme involving Class or Tier IMO. I still don't like it as much, but eh. - Tarkisflux Talk 17:21, 20 April 2012 (UTC)
UK suggested using Power Level instead of Balance Point/Range. How about that? Ranges becomes Very Low Power, Low Power, Medium Power, and High Power (OVER 9000!!) for what we have now, referring to Monk, Fighter, Rogue, and Wizard respectively. --Ghostwheel 19:28, 20 April 2012 (UTC)
I support UK's suggestion. Really, the issue I, personally, have with some of the above suggestions is that they are actively trying to avoid calling the categories what they are. The fact is, the top tier is more powerful than the bottom tier. I don't think we should sugar-coat that. I think it confuses the matter if we do. An ordered list like letters or a clearly-delineated sequence like very low power to high power is ideal, in my view, because it's blunt. So, seconded on UK's "Power" scale, if that's more palatable to everyone else. --DanielDraco 02:07, 21 April 2012 (UTC)
Plenty of people still think that the monk is a powerhouse, and telling them up front that they're not without explanation (or with an explanation that they have to track down) does not endear people to you. Sugar coated things are more casual user friendly, and they are less likely to trigger knee-jerk reactions that discourage repeat visits.
I think we've got a lot of options in here, including some that people feel rather strongly about. But all the top level discussion in the world won't get us any closer to a resolution, and I think we should probably start to narrow things down. I don't want to deal with hunting through this mess for preferences, especially since some of the preferences predate discussed options. So I'll put together a subpage for them all shortly, and we can start voting and whatnot. - Tarkisflux Talk 03:45, 21 April 2012 (UTC)

→Reverted indentation to one colon

Voting page is live. Here's a link. - Tarkisflux Talk 04:27, 21 April 2012 (UTC)

Ghost asked on the voting page what some of the objections to the VL/L/M/H scheme are, and I figured I'd answer here to keep the page free for other stuff. In case it's not obvious from my previous comments, I think there's some value in not being overly obvious and simple. Simplify the page describing the balance ranges, sure, but simple names don't get people to read what we actually mean with them and push people into finding out. They really don't work like people think they do. This probably has fewer bad than a straight grade classification scheme, but I don't think it's more useful. So part of my objection to it is that while it might be more obvious, it is less casual friendly than actually less obvious things. And since casual friendly seems to be a goal for people in other discussions, it might as well be here as well.
My other complaint is with the ordering. In my experience, most games played by people who don't spend lots of time on internet message boards or wikis are Fighter, or Low, power games. Most of the groups that I have played with ran, or still run, those types of games. And when they rarely break level 10, the "Low" powerness of it isn't particularly obvious. Heavy game site users probably angle towards the Moderate or High power, but they're not the casual users that we seem to suddenly care about. I think Low / Moderate / High / Very High better captures things, and is less likely to tell people that they've been playing below the curve all this time. Yes, it's a bit of sugar coating, but it should be obvious that I think we should do some of that if we care about the casual visitor. - Tarkisflux Talk 17:00, 21 April 2012 (UTC)
I don't think I mind too much going Low -> Moderate -> High -> Very High or something similar if it'll throw the casual user off less, though I do think it's less precise, since we probably have a greater range within wizard-level than we do at any other range. That said, that downside might be worth it if it brings us more traffic and creates less knee-jerk reactions. Consider this a possibility, and we should have another voting session on exactly how to do the one chosen. For example, if power levels are chosen, we should have another vote on whether to have VL-L-M-H, or to have it L-M-H-VH. Another example, is if we choose the updated class scheme, is whether to use those specific classes--maybe Soulknife would be a better example than Monk. Or if we chose the story scheme, whether to remain on those names or choose others. So just because it's up there, doesn't mean that that'll be its final form. The only one that we don't have much room to change is the "Current Scheme" option... --Ghostwheel 21:05, 21 April 2012 (UTC)
TF: Well just because someone is a casual wiki user, that doesn't mean they're a casual player of the game. The people whose discussions we looked at are on GitP -- they're casual users of the wiki, yes, but they are quite familiar with the power levels in the game. I imagine that's typical of most of the traffic we could be getting.
That said, ranging it from low to very high is fine by me. I don't particularly care. I like the basic idea because it very clearly says that X is stronger than Y, and it does that regardless of which end gets the superlative. --DanielDraco 00:59, 23 April 2012 (UTC)

Ditching the SGTEdit

Omitted ClassesEdit

Why are the Wilder and Paladin classes not on this page? --Franken Kesey 19:22, 19 April 2012 (UTC)

Because this isn't a comprehensive list of all Wizards of the Coast base classes and their balance points? --Dr Platypus 10:07, 20 April 2012 (UTC)
And why is not a complete list? --Franken Kesey 21:30, 20 April 2012 (UTC)
For one, many classes are edge cases with only a single class feature or two pushing them over the line, or having something specific out of line. For another, many are badly designed, their power fluctuating all over the place. For a third, we don't need to list all the classes out there, just enough so that people understand what power level we indicate for each range. --Ghostwheel 21:33, 20 April 2012 (UTC)
I hear you, they are both very hard to put a range on. And I find many classes on this wiki with only one or two features (all of which have a balance point); therefore all 1st edition classes should be placed in some range so that others can compare with their own classes.

Balance Points, or Something ElseEdit

Since a fair portion of this needs to be rewritten anyway after the vote, I thought we should toss out some names for the page and concept itself and see what stuck. I don't really want another formal vote, since this is a smaller thing, but some ideas would be nice.

Balance points works fine for me, but I know others would prefer something that sounded a bit broader. Balance Range has been suggested, and Balance Level. Other options would be Balance Rating, Content Balance, and so on. So who has a good idea for this, or a reason to shoot down a different one? - Tarkisflux Talk 06:55, 21 May 2012 (UTC)

I still stand behind 'Power Level'. It's simple, it's clear, and contrary to what DD seems to think, does indicate a range of capabilities based on everyone I have ever spoken to about gaming except for himself. - MisterSinister 08:00, 21 May 2012 (UTC)
At least one other person shares my view about the implications of the word "level".
I wouldn't be hugely opposed to "Power Level" in the way that I was opposed to the Story Scope naming, but I think there are probably better options. It would certainly be a step up from anything with the word "point", since that carries an even stronger implication of specificity. I like "Power Category". It doesn't imply a single power like "level" and "point" might. It also lacks an issue I see with "range", namely that it can imply that the power of the class spans the range, rather than occupying a single point within it. --DanielDraco 08:53, 21 May 2012 (UTC)
As mentioned, DD repeats my gripes with "power level". It's not as bad as "points", but I think both category and range imply a wider number of points within a scale rather than a single "point" of power. --Ghostwheel 09:14, 21 May 2012 (UTC)
I don't care what it's called that much, but +1 on range. --Havvy 23:09, 21 May 2012 (UTC)

Bard & WarlockEdit

Anyone mind if I move these to VH? Between their abilities, I feel they fit much better there than in H. --Ghostwheel 02:28, 27 June 2012 (UTC)

Yes, I do. - Tarkisflux Talk 04:44, 27 June 2012 (UTC)
I also mind significantly. If I hear another word about how Hellfire Warlocks render warlocks VH, I'm probably going to start killing kittens. - MisterSinister 06:10, 27 June 2012 (UTC)
I was thinking more about the whole "limiting multiple people to only move actions for 10 rounds at a time" deal. That, and the fact that they focus more on debuffs than damage. I think one aspect of the article balance changes revolves not only around how powerful a class is, but also a little on what they focus on. --Ghostwheel 06:58, 27 June 2012 (UTC)
Yes, you do like to bring that example out a lot. And I will repeat my standard response to it - 1 VH level power does not a VH class make. It looks like your desire to place them there is based on outlier powers or particular builds... which is not what we use to place classes in balance categories. We have notes that some builds can exceed balance ranges, but we don't place based on serious optimization, just adequate. If we did otherwise, we'd put Fighter up in High because you can make a spirited charger or an ubercharger, and other such silliness.
Now, if you wanted to make an argument that the average Bard or Warlock was so much stronger than a TWF Rogue or a Warblade that they were closer to an optimized wizard than the others, go ahead and do that. But with a substantially smaller bag of tricks and a delayed casting and DC progression (for the Bard anyway), I think you have a lot of work ahead of you to make that point. If your argument is that they're up with Flask Rogues abusing UMD, then I would be inclined to agree with you. The ability for the Bard and Warlock to reach similar heights with additional optimization seems pretty obvious. But it's not enough to move the classes up. The Rogue build gets a special mention in the High section as a build that is enough better than the moderately optimized rogue as to be in the VH level, which is all that those builds deserve IMO (and which I don't want to do for space saving and value of information reasons).
And I have no idea what you're on about with your article balance changes. We changed the names, not the qualifications. - Tarkisflux Talk 07:06, 27 June 2012 (UTC)
The argument can be made that they're VH, because the strongest of their abilities lands there. The argument can also be made that they're H, because the majority of their abilities land there, or because their signature abilities land there. The current standards are ill-defined and do not adequately clarify what the benchmarks are, nor how exactly we compare an article against those benchmarks. Shuttling classes around is mostly meaningless right now, because the standards are mostly meaningless.
This is why there was an effort to retool how we fit articles in categories, using a system of general guidelines instead of hard numbers. Whatever happened to that? Seems to have fallen quiet when the voting on terminology started. --DanielDraco 17:58, 27 June 2012 (UTC)
It's still out there (see accompanied talk page), I think we're in the middle of changing how rating works, and after that we'll get to talking about changing balance ranges (or we can do that now). Regardless, it's still on the agenda as far as I'm concerned (albeit "eventually" :-P). --Ghostwheel 18:47, 27 June 2012 (UTC)
[Edit Conflicted] - The standards not being very rigorous is not the same thing as them being mostly meaningless. They are loose groupings with poorly defined beginning and end points, but I don't think that's problematic except when people want to force it to fit their preconceptions. Given the impacts of different playstyles and varying campaign foci at the actual table, I don't think that more detail here would even be helpful because it is more likely to be less relevant to games with different expectations.
That looseness is also a result of the categories being based on SGT style "moderate optimization, minimal gear" style thought experiments that we originally used to get a sense of balance. So going with high optimization specific build nonsense as the placement of a class is pretty clearly not intended. It's true that the SGT is depreciated because people can't agree on what is too much or not enough build specificity and gear, but until there is a replacement for it that isn't just someone fapping to their own idea of balance these categories will remain based on it, however loosely. Arguing about how the test doesn't work is a waste of time at this point. The attempt at a more rigorous balance setup was Aarnott's. You can find it here. Feel free to start discussion on it back up, but either write up a replacement that we can talk about migrating to or GTFO. It comes up every 2 years, with the same people, and I'm as sick of this shit as Surgo was when he posted similar comments 2 years ago.
This honestly looks to me like Ghost just doesn't want some things in his games and wants them put up into the category that contains everything else he hates, despite the actual wide gulf in power between those things. Frankly, I think he just need to come to terms with the fact that what he likes is a low H or high M style game based on these guidelines and move the fuck on instead of trying to get his own personal H codified. Alternately, he can go build his own wiki (there are free options out there) and I'll purge his work if that's what he wants. But the end result of pushing like this is either a category that doesn't mean what the others mean or additional granularity in the balance categories, because it would otherwise contain a wider array of competencies and there is a difference between the power of a very optimized Bard and the power of a moderately optimized Wizard. Since the first one is basically useless and the second one is basically the Tier system (doubly so if we actually place based on potential instead of moderate and "more likely in an actual game" optimization) and too granular to be useful for any but the small subset of games with the same expectations, I don't think either is actually helpful to anyone who is trying to run a real game instead of just bitch on the internet. - Tarkisflux Talk 19:00, 27 June 2012 (UTC)
"They are loose groupings with poorly defined beginning and end points, but I don't think that's problematic except when people want to force it to fit their preconceptions."
Well, I think it's highly problematic. The very fact that there are disagreements here and now about where Bard and Warlock go demonstrates that problem. Your implication is that GW has the preconception that Warlock is VH, right? Well on the same token, you have the preconception that it isn't. Neither of you is more correct than the other. And that's a problem, because it means we can't reach a definitive answer.
"That looseness is also a result of the categories being based on SGT style "moderate optimization, minimal gear" style thought experiments that we originally used to get a sense of balance. So going with high optimization specific build nonsense as the placement of a class is pretty clearly not intended."
Not exactly. That's their basis for some people. But that can't be said to be the consensus. I've spoken to several people who think that the former Rogue balance point was based on a cheesy blurred flask-flinger, and several people who think it was based on a more conventional mid-optimization TWF build. I've spoken to yet others who say it isn't based on a build at all, and instead say that it is based on the SGT ideal. There's too much disagreement to say that there is a consensus, and there isn't any written rule to subsitute for a consensus. It's fuzzy and idiosyncratic and is in desperate need of some standards.
One last thing. Dear god man, you are an administrator. Please try to act like one and don't get so openly hostile. Yes, GW is rather presumptuous sometimes. But at least he's friendly about it. When he's arguing with someone, he doesn't descend to telling them to "GTFO", complaining that he's "sick of this shit", and accusing them of being mostly concerned with "bitch[ing] on the internet". --DanielDraco 19:22, 27 June 2012 (UTC)
While my first thought to the administrator jab is "haha, have you met Surgo?", you're right. This isn't a hug box wiki and there's nothing in the job of being an Admin that indicates they should be friendly or nice, but I generally try to do so and I slipped a lot here. I wasn't trying to be openly hostile, and I apologize if it was taken that way. The "GTFO" comment was actually directed at you in an attempt to avoid the tired SGT complaints and focus instead on the option of writing a replacement. It was not intended to be taken to mean that I actually want anyone to leave the wiki. The "bitching on the internet" comment was intended as a dig at the Tier system, not ay any individual, as I do not think it useful in actual games whatsoever. It is a measure of potential, and bills itself as such, but it is not a measure of the performance that an average player would see. It is useless to casual players and readers as far as I can tell, and somewhat misleading for most everyone else. If anyone took those comments personally or in unintended ways, I'm sorry that I wrote unclearly enough to leave that interpretation.
As to the Rogue stuff, there are guidelines in the text, fuzzy though they may be. Two of your interpretations are not incompatible with each other, the moderate TWF and the SGT ideal, and the Flask Rogue has been explicitly written upwards. So two of those people would be right, and the third would need to be directed to the text to revise their understanding. Ghost's intended change is not supported by those guidelines, which allow for specific optimized builds to play above the level of the class's actual listing, and is wrong according to those guidelines. Now, the Flask Rogue was explicitly written upwards after community input (as was the Warlock actually, which used to be a moderate class), so those guidelines are subject to change, but until that change comes the Bard and Warlock fit nicely where they are.
That said, I'm done with this conversation. I do not consider it productive, and it is entirely too frustrating to be useful as a diversion. I will oppose any class or character option balance change that does not reference text on the article page, and I will do it without further comment, unless it we have an alternate system in place. If anyone wishes to carry this conversation on, they are of course welcome to do so without me and my difficult to contain frustration about it. - Tarkisflux Talk 20:13, 27 June 2012 (UTC)

Scaling Feat BalanceEdit

Really? I guess I should tell Surgo that World-Shaker is too weak except for the last ability. --Foxwarrior 17:15, 25 July 2012 (UTC)

I'm not sure where you get that notion. It seems to me that its 3 and 9 abilities are solidly Very High, and its 1 and 6 abilities are High. Which would make it overpowered by these new standards, if there were such a thing in Very High. But none of this elucidates what exactly you're objecting to about the balance policy TF published for scaling feats. --DanielDraco 20:24, 25 July 2012 (UTC)
You're putting the 3 ability at Very High, even though there are several High feats that do it? You have some Disliking to do, sir. --Foxwarrior 20:42, 25 July 2012 (UTC)
I do not understand how these standards would make it overpowered -- it would be if people commonly played Very High without scaling feats, I suppose. I object a bit to that language (though I understand what it is trying to say) -- there are a lot of non-scaling feats that are usable and desired in Very High even when scaling feats are available. Pretty much anything from Tome of Necromancy or Tome of Fiends comes to mind, there. As to the specifics of the World Shaker feat, I did ask many times for assistance in developing a 9th-level ability :-) Surgo 20:44, 25 July 2012 (UTC)
[Edit conflicted :-( ] Let's back up a second. I put that in after a discussion with Ghost and Leziad in chat last night, and it's probably worth discussing in general before we decide to stick with it and worry about it. It will be much easier to revert than it was to do if it comes down to it.
Here's the problem with scaling feats and balance tags as I see it. Since they're designed to replace feat chains, they regularly contain individual abilities that are as good as some reference traditional feat, if not just being the same ability. Since the reference traditional feat has its own balance, and the scaling feat has 4+ of them, it is straightforwardly more powerful than the traditional feats. Placing that in a balance category causes arguments about what level it falls at, because it is a feat (which is probably an unfortunate naming choice) and it is compared against other traditional feats at the same balance point. So does that make it higher balance than their traditional counterparts because they give more stuff, even if they give out the same abilities? It is certainly stronger than a traditional feat by virtue of giving more, but does that make it a higher balance category when the abilities themselves aren't higher balance abilities?
It's an annoying question that I don't think has a 'right' answer, but it also makes things difficult for casual users who find a scaling feat and want to use them ingames with traditional feast. So I stripped them out, gave them their own category and nav space, and wrote a new guideline for them that I think works. Sanity checking it would be appreciated though, since it was late at night and I was getting annoyed at the end. And if anyone is interested in renaming them "Kits" (like old 1e and 2e class kits) or something else to avoid naming confusion we can discuss that as well. - Tarkisflux Talk 21:28, 25 July 2012 (UTC)
I think renaming them would be a very bad idea, as they are feats. Anyway, do we have any actual examples of feats that replace whole-cloth previous feats while still being the same balance point (which is what this change is supposed to address)? Pretty much everyone I can think of, from like Races of War, ended up at a higher balance point. Surgo 21:47, 25 July 2012 (UTC)
I think the policy of considering each bit under the balance given rather than considering it as a whole is the most reasonable way to go about it — just as we should not expect a High class and a High feat to give the same amount of power, we should not hold scaling feats to the same standard as static feats. The only thing I might doubt is the notion that, considered as a whole, it's generally going to be 1 level higher. That bit should perhaps be removed. I might note that that bit was the reason for the confusion leading to my inaccurate statement about World-Shaker being overpowered -- giving one way to relate power level to balance range is perfectly sufficient. And renaming them would, I think, be a bad move. As Surgo said, they are feats. --DanielDraco 21:49, 25 July 2012 (UTC)
A big part of why Tome feats got a boost is because they gave things that mattered at higher levels. A bunch of the M traditional feats are totally fine in a 1-5 game, but they drop off after that. You could take an M feat, like Weapon Specialization, roll it into a scaling feat with a bunch of "level appropriate" (no, I do not want to argue about what this means) abilities and have a higher balance feat like Combat School because it gave you abilities that mattered at higher levels. The higher balance point for those is a result of their being pushed up with useful later abilities in my opinion, not because they just ate a whole feat chain. Elusive Target gets pretty close to eating a whole chain though.
But if you want to look at some other examples, here's three - Leziad's new Unarmed Fighting Style (3.5e Feat) and Ghostwheel's Purple Dragon Knight (3.5e Feat) are trying to turn boring class themes into scaling feats, while Aarnott's Stealthy, Aarnott (3.5e Feat) is just a fairly weak scaling skill feat. These things need criteria by which to balance so that the tag remains meaningful, and it's either "sum of abilities" or "average/best of abilities" compared against feats as far as I can tell. Since the sum version means that you can't easily differentiate scaling feats made out of VH abilities from scaling feats made out of H abilities, I dislike it lots.
As to the rename, I would argue that, semantically, each ability in a scaling thingy is a feat and the whole is something else. But it's not really important. I was just throwing it out there, and if we don't want to mess with it, I'm fine with that. - Tarkisflux Talk 22:22, 25 July 2012 (UTC)
Are there any scaling feats made out of VH abilities? And if you really get away with your balance change, Tarkisflux, I agree with you that the name should be changed; if they're no longer supposed to be balanced against other feats, then the name is misleading. It would be like calling classes "feat sets" or something, hmm? --Foxwarrior 00:52, 26 July 2012 (UTC)
Plenty, see Races of War for example. In any case, they are feats. They act like feats, they are obtained like feats. Even some WotC feats have multiple abilities (tactical feats). The only thing that makes them different from normal feats is that they scale. That is it. Anyway, as for my opinion on the matter, I think they should be rated as sum of their parts. Not "added together" -- that would be ridiculous, we'd have "higher than very high", but sometimes an individual ability isn't Very High but the whole package is. Like Blitz. Surgo 01:00, 26 July 2012 (UTC)
Fox - "Get away with this"? Heh. I woke up this morning thinking this was a terrible idea and I'd wasted a couple of hours last night, but I really don't know what else to do with it. I'm not even sure I want to get away with this. The fact that DD is sort of on board and Surgo is giving it a hearing doesn't convince me otherwise. So if you think it's crap, make that argument. Please come up with something better.
Surgo - Scaling on its own is enough to make them not behave like traditional feats. You don't expect to get 6+ new powers with a traditional feat at level 15. Traditional feats do not give you more power later on. They do not give you bunches of retroactive powers at once when you take them late in life. Tactical feats are a decent comparison, but they tend to be appropriate for when they could be acquired and they don't really keep up after that. These do that. They behave more like mini-gestalt classes than traditional feats do. That they happen to be named feats and be acquired in the same way looks more like design laziness or a move to hook into than anything else to me.
And you'll have to explain what you mean "by rated as sum of their parts. Not "added together" ", it's hard to parse. Are you saying rate for best individual abilities + internal synergies? - Tarkisflux Talk 02:06, 26 July 2012 (UTC)

→Reverted indentation to one colon

Again, they're acquired like feats and otherwise behave like feats -- so they really should still be called feats. We can go ahead and put scaling feats in their own category and I'm okay with that, but at their heart they are still feats. As far as your second paragraph -- yeah, something like that. It's a tough construct to describe. Surgo 02:29, 26 July 2012 (UTC)
Feats have widely diverse effects and functionalities, and this is just a way of grouping some of them. WotC has created at least one scaling feat: Vow of Poverty. It's shit, but the fact remains that it's an official scaling feat, not considered any different from any other feat. Feats do not need to all behave the same way. Compare the effects of Power Attack with the effects of Otherworldly. They're not remotely similar. It is, in fact, difficult to come up with a definition of what feats should do that's broad enough to encompass both of them without also including Tome-styled scaling feats. There's no justification for declaring them "not feats".
It occurs to me that how we consider their power should probably boil down to the question of whether we consider their inclusion a variant rule whereby they replace standard feats. If they're meant to replace standard feats, then they can be considered in terms of individual abilities, because such a variant can inherently increase the overall power expectations of the game. That, so far as I can see, is the only reason we could consider them as a progression. Since they originate in the Tome corpus, and since that corpus includes plenty of static feats, it's probably fair to say they're meant to be used alongside static feats, so they should be considered in their whole and compared against standard feats. So I'm going to withdraw my support from this balance policy. While it would be easier to consider each individual ability, it would not be consistent to do so. --DanielDraco 02:51, 26 July 2012 (UTC)
That's Ghost's position Surgo, and I don't agree with it at all. A game mechanic name is pretty meaningless as far as I'm concerned. But that horse seems pretty well beaten at this point, and I don't see much point in beating it some more. My position is not the majority one. With respect to balance, people would rather treat scaling feats in exactly the same way as they treat traditional feats. So I'll pull the balance note and prepare myself for "multiple X balance abilities with no internal self-synergy do not a Y balance feat make" discussions.
But if we're going to treat them the same, I don't see a reason to keep a different category or nav page for them. If they're supposed to be interchangeable with a traditional feat at the same balance category then we might as well keep them all in the same pile. I won't revert this one yet, because if someone has a good reason for keeping them separate it would suck to split them again, but I want to soon without a good reason to not. - Tarkisflux Talk 05:01, 26 July 2012 (UTC)
Well, some people do come here and go like: scaling feats, what the...? It does make sense to me to have a way to quickly inform these people what the deal is. Surgo 13:47, 26 July 2012 (UTC)
Isn't that what balance tags are for? So when they go "what the...?" they can look at that and decide if it's appropriate or not for their game? - Tarkisflux Talk 17:23, 26 July 2012 (UTC)
I think in this case, the "what the...?" being referred to is more "why on earth would somebody make feats massively more complicated", not "is this balanced?" --Foxwarrior 17:41, 26 July 2012 (UTC)
Tarkis asked me to chime in on earlier-linked feats to help re-calibrate expectations. I think Unarmed is Very High. I think Purple Dragon Knight is moderate -- actually, it even looks like a Tactical feat to me. I think Stealthy is moderate too -- looks a bit less like a Tactical feat, but still not so far away. Surgo 03:32, 27 July 2012 (UTC)

Balance of SpellsEdit

Ok. At least two people have now said that they don't want balance points on spells, and that's enough for me to start a discussion on it. I thought that the idea that some spells were underpowered for an optimized wizard, but not for a sandbagging wizard and were therefore lower balance options in themselves was pretty well accepted, but I guess not so much. So for those of you who don't think spells should have balance tags on them - why not? Getting on the same page here would be nice. - Tarkisflux Talk 00:32, 3 August 2012 (UTC)

As far as I'm concerned, spells should have a balance range just like most other things for the above reasons. --Ghostwheel 00:35, 3 August 2012 (UTC)
Spells should totally have power ranges on them. If it's an appropriate ability for a character at that level in a given power range, then it falls within that power range. So ghost sound is decidedly VH, whereas polar ray is merely H, even though both are spells meant for a VH class. --DanielDraco 01:04, 3 August 2012 (UTC)
I think polar ray would be M...I guess I'm in the minority here. Carry on with balance range spells, I guess. Surgo 01:58, 3 August 2012 (UTC)
Well, if there is a strong reason not to do so I'd like to hear it. - Tarkisflux Talk 02:25, 3 August 2012 (UTC)
For what it's worth, I agree with Surgo's assessment on the balance range of Polar Ray :-P
Fireball and the like would be more H --Ghostwheel 02:31, 3 August 2012 (UTC)
Polar Ray is made from penis. M balance level at the highest. Seriously, why would you use this? --TK-Squared 12:41, 3 August 2012 (UTC)
Seems my understanding of H is flawed (which really makes me wish we had proper definitions). But in any case, since everyone can see so clearly where a given spell lands, I think that in itself is adequate reason to conclude that it is valid spell information. And if the information exists, and we already have a place to show it, there is no reason not to display it. I fail to see how any counterarguments can exist besides, "I don't wanna!" --DanielDraco 20:34, 3 August 2012 (UTC)

One major aspect of this is that all spells on this wiki would need balance points added. That's... a lotta work, and it's gonna mean a lot of incomplete articles. Given how reluctant folks were to even update legacy ratings for a while (and that was much less to do), I don't see this going anywhere fast. But at the same time, if people agree that spells need BPs, I'm happy to lead the way. - MisterSinister 20:58, 3 August 2012 (UTC)

Well, they don't need balance points added unless they're a higher balance than the balance points of the classes they're for. Otherwise, they're just helpful advice. --Foxwarrior 21:58, 3 August 2012 (UTC)
The same spell could be contained in classes of very different balance points, for one thing. For another thing, a spell could be considered VH at level X, H at level X+Y, M at level X+Y+Z, etc. For yet another, having to look up the class every time you wanna check the spell for balance (or rate it) is super annoying. - MisterSinister 22:39, 3 August 2012 (UTC)
The varied balance depending on acquisition level is something I completely agree with actually, and is an admitted thorn in the side of spell balance that I had not considered. I'm not actually sure how to deal with that other than to use WotC caster acquisition level as a reference. If a class then consistently got M spells a couple of levels earlier than, H spells at the same level as, and VH spells after the reference full caster that would be a good sign that the class was H even if they were a full caster themselves. But if that's a bit of a stretch for some people here to accept, I'm not sure it's worth doing.
As for adding balance to spells, that's relatively easy in most cases. If a user writes theirs for a particular balance range in general, I can bot edit that in. I did it with yours already MS (they're all VH now) and could do it with Cid's in about a minute. Otherwise we could do manual, and it's not like we didn't go through and put a bunch of balance tags on articles that didn't have them back in the beginning anyway. We would just have to accept non-author placement of the tags like we did for a lot of feats in the beginning, and support any author's changes over the initial tag (even if it led to discussions about why it doesn't fit in that balance). - Tarkisflux Talk 00:32, 4 August 2012 (UTC)
I'd be OK with doing it by comparison to WotC standards (poor and inconsistent though they are). Also, thanks for doing that bot edit for me.
My main concern is that we simply need to apply this standard to everything as rapidly as possible, since because of this, we have a metric asstonne of non-compliant articles. And you know how I like compliance. - MisterSinister 06:01, 4 August 2012 (UTC)

Balancing Prestige ClassesEdit

Balancing of canon prestige classes must be done. Yet it may be best on a separate page. In fact this could also be said of the example canon classes.--Franken Kesey (talk) 18:43, 19 November 2012 (UTC)

Very High Balancing LinkEdit

The Link to the Very High Balancing list has some kind of failure. I am unsure how to correct it and I really don't want to screw something up that you may or may not be able to correct. (Though I think you can normally reverse anything with a button click. Still, I think it is better to inform someone that knows something.) The link goes to the correct place, but inputs Very_High instead of Very High into the search button, which gets no results. PS: I have no account, sorry.

Narrowing VHEdit

Rather than break VH into two categories, this is more a proposal to narrow it. Some very ridiculous characters are already excluded from the category, and I'm proposing that we exclude a few more. Not because there's anything wrong with wanting to play those things, but because they're often the results of specific optimizations or odd rules interactions that don't make a good fit for the top end of the balance range. Planar shepherd, cheater of mystara, incantatrix optimizations, and similar optimized builds are what I have in mind for excluding specifically. Rather than fall into a new category, they would simply be examples of unsupported balance character options that you could optimize up to but that we don't support unoptimized classes or options reaching by default. Thoughts? - Tarkisflux Talk 19:27, 6 September 2014 (UTC)

I approve, and am willing to debate where the line is drawn. If you wish, the Minmax Boards have optimization (in MinMax) and theoretical optimization (in You Break It You Buy It), which I suggest may be a good starting template. It would at least recognize Pun Pun and it's ilk as the TO that it is.
My own example that I use, Planar Shepard, isn't so much a case of me accepting it. No, I'd never allow it. But it does strike me as "the strongest thing Wizards has created" and thus is an example of a line never to be crossed. At the very least it seems a bad idea to be worse than Wizards when we're trying to be better than them. Probably also in this realm, nightstick abuse, thought bottles, and chain binding solars (though again, I'd really like it if things were less than that). Things that break most games but, in theory, someone might be able to play as some kind of super high level DBZ/Exalted/dominate the world and destroy the Abyss itself kind of game. This is opposed to something like Pun Pun where there IS no game, the player simply goes "I win." And it is so.
Actually when you think of it, the ultimate line I draw for wizard is optimized core (specifically core druid, YMMV) since it's easier as a baseline. Everyone uses core. Not everyone brings a Faerun class to Eberron and allows them to channel Xorait as their plane. -- Eiji-kun (talk) 21:23, 6 September 2014 (UTC)
The thing is, just as there are people who play games at VH-level, there are also games where people play theoretical builds. It's as though we're saying that we disapprove of them doing so because we're excluding such things from balance ratings. If we want to exclude people, we'd better have a damned good reason, and "because they're too strong" doesn't seem like a good reason, much less a very good one. --Ghostwheel (talk)
The thing is, one does not "play" theoretical builds. This isn't a style choice, it's a mechanical one. While I'm working on a succinct definition of theoretical builds, the thing about them is that they cannot be reasonably challenged and thus there isn't a game to be had. Take Pun Pun, who can literally be like "Pun Pun always wins." and there it is. Or the omnificier, who dabbles with infinite loops and thus remains unchallenged. This is why they are theory, rather than stupidly strong.
Mind you I'm perfectly ok with a new Planar Shepard level to handle some strange game where the PCs are expected to sunder planets with their eyebrows as par for course, but I think the demand for that is A) not great enough and B) it already is present in the form of the Immortal's Handbook. If there's actual interest to make homebrew suitable for the Immortal's Handbook, sure, maybe, whatever, but even they have some sense of balance, no matter how many 0s they tack on the end of their numbers. In short, even if Planar Shepard+ existed, it wouldn't include TO.
That, and I believe the entire point of the balance levels IS exclusion, exclusion for the sake of clarity to tell people what they are expecting. You want Low, you should be expecting small damage numbers and high deaths. You want High? You should be expecting a lot of victories but nothing campaign setting changing. You want Very High? You should expect campaign changing and high victories, but that's not the same as being unchallengable or being anything goes. Very High isn't an exception to the bounds of the other balance points. The line is fuzzy, but there is a beginning and an end to all of these.
A counterpoint. You see it rarely, but what about things that are so low they fall off even the Low balance point. Things that are so useless or even actively harmful that you may as well be leveling in reverse? I would say also that these things don't belong in Low just as much as I'd say Pun Pun does not belong in Very High. In doing so, I'll exclude those who want to play Cripples & Crying 3.5e, but I'm willing to do that. -- Eiji-kun (talk) 23:10, 6 September 2014 (UTC)
As a VH material author I am in 100% agreement with Eiji here. I would like to add that if VH become too broad we can end up with a character vastly weaker than another even if they all use VH material and have a similar level of optimization, which kind of defeat the purpose of balance range. --Leziad (talk) 23:18, 6 September 2014 (UTC)
Playing TO builds is not the same as playing TO material, in exactly the same way as playing H builds is not the same as playing H material. There may be overlap, but it is possible to rules chain M material into an H build. The question seems to me not whether we're not going to support TO builds, but whether we're going to support material that is on par with TO builds without the actual optimization part. And I think the answer to that can be a firm "Nope" without substantially changing the sorts of things that we support.
And to reiterate, we already exclude some TO from VH. Pun-pun, the wish, and the word are already specifically excluded. Not because we don't support their existence in general or because we don't think people should play those things (well, I don't anyway), but because they're not a useful metric to balance against. Dropping the bar farther does exclude things from the categories, but only in so far as it says that they're not a useful bar to measure against. I don't see why that's a problem in itself. - Tarkisflux Talk 04:40, 7 September 2014 (UTC)

5e ClassesEdit

Do we want a section for 5e classes? They range from pretty "meh" (Ranger) to dealing lots of damage per round (Fighter, Barbarian), to Save or Dies at higher levels of the wizard (Feeblemind, Dominate Monster, Prismatic Wall), though save-or-dies target at most one creature. --Ghostwheel (talk) 22:13, 11 October 2015 (UTC)

5th EditionEdit

Should we add a blurb for that? --Ghostwheel (talk) 07:50, 27 August 2016 (UTC)

Sure. Despite playing 5e I don't really know much about it. I noticed the save-or-dies are all pretty meh though, since they're all single target and can make a save every round. The only spells that are worth a damn on that front are the illusions (as usual) and creation (you can still create tons of poison under your enemies). Surgo (talk) 12:39, 27 August 2016 (UTC)
I don't have a good balance idea on 5e yet, but I may yet soon be able to start making homebrew... -- Eiji-kun (talk) 07:37, 16 October 2016 (UTC)

link of list of articles doesn't workEdit

The link of the lists of articles based on balance points doesn't work. They came up with 0 result for me. --cofvee

Missing WOTC ClassesEdit

Just noticed that the paladin and wilder are not mentioned on this list. Why?--Franken Kesey 13:11, 5 May 2019 (MDT)

Because these are examples. Not every single class ever needs to be used as an example. --Ghostwheel (talk) 14:06, 5 May 2019 (MDT)
It is just odd that they are the only two missing. Paladin is moderate and wilder very high, correct?--Franken Kesey 14:26, 5 May 2019 (MDT)
Sure. --Ghostwheel (talk) 14:30, 5 May 2019 (MDT)
Can the two missing be added, since they are the only ones missing?--Franken Kesey 08:36, 6 May 2019 (MDT)
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