D&D (2024) Removing Concentration

Your group chooses to play that way. They say, "Ah. They're never going to make martials as strong as casters, nor casters as weak as martials."

The groups (plural) as well as every group I have played D&D with in the last 44 years.

Not everyone does.

I agree and I acknowledged that in my post above when I said: "I know it is a problem for people on this forum"


That's literally the reason there's a problem.

For you and a few others, I agree there is some sort of problem.

As I said above this is a problem for anyone that needs to to play the most powerful character at the table, but refuses to play the classes with mechanics which provide that.

You are acting like I am saying this is not a problem for anyone and I am not saying that. I just don't think it is a problem for most player.

The above is acceptance of the difference, not proof that no issue exists.

It is not just acceptance it is advocation.

I am not saying it is ok that non-casters are weaker, I am saying the game is better because of this.

It very very much seems to me that you are projecting your own positive attitude toward this difference onto everyone else, without any reason other than "well my group does that."

No fully believe my attitude is consistent with the vast majority of players and it certainly is consistent with the people I game with.

I think you are projecting your attitude on others.

Yes, because taking away phenomenal godlike power so that everyone can actually play on an even playing field is such a capitulation.

But every playuer CAN have phenominal godlike power if they want to. You are making out like this is not somethiung the rules allow, but it clearly is allowed.

You CAN play the most powerful class and have phenominal godlike powers. Everyone at the table CAN do it.

It's such an onerous burden to think that a teamwork-based game should not force people to choose between "martial themed and weak" vs "spellcasting themed and strong."

I respectfully disagree. I don't think itis onerous at all, it is a core part of the game and one I think makes it better.

Seriously. This isn't what you keep trying to paint it as. Most people have not accepted, and do not accept, that caster = very powerful and martial = not very powerful.

I disagree on this too. I think a very small minority don't accept this. Mybe I am wrong, but I do not believe I am wrong and the fact the game historically has done better and been more popular when the disparity is at its widest.

Ah, good, so you have the survey data which proves this?

I don't need to prove what I believe. That is what the word "believe" which you forgot to include in your bold is all about.

But I have as much proof (i.e. none) as you do and more anecdotes to boot.

Because I'd love to see it. Until you can provide it, this is you falsely presenting your opinion as though it were shared by 99% of people, not an extreme minority viewpoint NOT widely shared.

It is not false. I stated it is my belief. In fact it would be false and be a lie if I said I didn't believe that.

It's a matter of wanting to be an EQUAL PLAYER. Of wanting to be PEERS with others, not casters-and-caddies.
There can be no equals in a game which relies on radomization. Two players with the exact same characters, abilities and who even take the exact same actions will still not be equals.

You need to take dice completely out of the game to have any hope of having true equality.

What you are referring to is not equality but bias. You want it so that choices made do not mechanically bias the results. I disagree with this position and feel that bias is a good thing.

That's a hurtful fantasy; it delights in denigrating others, in forcing them to be lesser so the fantasizer can be greater. That's not acceptable in general, let alone in a specifically cooperative game.

I think anything that degenerates others is not acceptable, but I believe the classes are designed to have roles and some of them are designed to be more powerful mechanically and I think that is a good thing. I think the current version of the game is more fun, WAY more fin in fact, than previous versions that were more balanced.

]Personally I don't understand the need to play a character who is just as powerful at every other character at the table. I accept that the character I am playing will often be weaker than other PCs and sometimes I accept the fact that my PC will be more powerful than other PCs and I think that is a good thing.

What I have trouble understanding is why others who understand the rules and mechanics find this to be a problem

Because I don't believe it does do that.

You don't believe the rules allow some classes overshadow others?

Is that what you are saying? If so I think you are wrong.

Because I think the designers explicitly tell us, over and over and over again, that they AREN'T supposed to be that way. That they keep saying, over and over and over again, that places where such disparities exist are a problem, a mistake, or a faulty interpretation, and not only can be altered, they should be altered.

The designers have said this, but when they say this it is broad statements, not nuanced discussions as we are having on this board. I don't know if those that say this are only a subset of designers, or if they are pandering, or if they only intend it to apply to specific levels/situations, or specific part of the game, or if they don't understand the rules they wrote.

What I do know is it is designers who put Simulacrum and Wish into the game and any caster with access to these two spells can far exceed the capability of a non-caster, to include being able to replicate virtually any of the class-specific abilities from other classes.
 
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Not going to bother digging up your posts on the subject because I don't have the time, but I am fairly certain I have seen you in multiple threads on the subject of how crappy class balance in D&D is, and I remember your nickname in particular because unlike most people who argue against class balance you were one of the people arguing that the balance problem is good, actually. Casters are supposed to be better than martials.

Thus contradicting what you are saying here.

You are mistaken. I have never said on this board that balance between classes is a good thing. I have posted about class balance a lot (mostly in the 5E forum) and have said several times that attempts to balance classes for the sake of balance is a bad thing in my opinion.

Balance between players is a very complicated issue that usually gets boiled down into broad observations that have some basis in fact (like on this thread) but ignore the most important variables and tend to oversimplify the discussion.

When you get down to actual balance in play there are many, many variables. Those variables include the randomness that results from the Dice, individual player experience/understanding compared to other players and the personality of the players, specifically with respect to being introverted or extroverted. These things cause more imbalance in play than anything in the mechanics. However, if you look past these largest factors, into the actual mechanics, there is imbalance in the mechanics and specifically the classes as well, but that itself changes depending on what level you are talking about and the specific breakdown at a table in terms of the 3 pillars of the game.

The most powerful class in one game is not the most powerful class in another game

AND

The most powerful class at one level is not the most powerful class at another level
 
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I'm considering changing second wind and it's effect on skill because of this reason.
I do not want fighter to outskill a rogue in possible High DCs at any tier level.

but I do not want Second wind to be useless in roleplay/exploration.
and I kind of like rogues reliable talent

so one solution is,
when fighter fails an ability check, by using second wind d20 roll will be treated as 15.
this pretty much on average is similar to adding d10 to d20 roll(16 vs 15) but bonus is, that is reliable.
15 will not outshine rogue in most situations and it avoids not getting anything out of Second wind by rolling "1".
if treating the roll as 15 still fails the check, usage is not consumed.

I really like this approach.
 

You are acting like I am saying this is not a problem for anyone and I am not saying that. I just don't think it is a problem for most player.

I just want to add that publicly available D&DBeyond statistics support this argument. The top 3 most used classes are martials in that data. I think that speaks to a sizable portion of the greater community not caring.

Source: https://www.dndbeyond.com/posts/1648-2023-unrolled-a-look-back-at-a-year-of-adventure

EDIT: If you look at the scale on the right, you'll see that the margins here are not slim. The scale WotC uses is just silly.
 

I would say that people decide on a character concept (such as "Ice-mage", "Warrior with huge axe", "Bounty hunter with crossbow and wolfhound companion") first.
Very few decide on the level of character power they want, ;come up with a concept. Even optimisers will often come up with a concept to optimise first.

I think the concept has that baked into it. IME someone who does not want to have reality bending abilities will not play a caster and someone who does will.

Character power should be independent of concept, and ideally there should be very little variation in overall power and engagement level between characters. (Although obviously there should be a lot of variation on the actual situations and manifestations of the capabilities of each.)

I disagree. I think it is part of concept.

As mentioned before, I think very few adult players decide they "want to play characters that are extremely powerful". They want to play a character, not a point on a power scale.

I would agree, most don't decide based on power and power imbalance itself is not important to them, altyhough the mechanics that cause that imbalance are.

However even though it is not important to most players it IS important to some people on this forum because there are people on this forum that say repeatedly that it is a problem when some players are more powerful than others. If people truely did not care, then it would not be a problem.
 
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I just want to add that publicly available D&DBeyond statistics support this argument. The top 3 most used classes are martials in that data. I think that speaks to a sizable portion of the greater community not caring.

Source: https://www.dndbeyond.com/posts/1648-2023-unrolled-a-look-back-at-a-year-of-adventure

EDIT: If you look at the scale on the right, you'll see that the margins here are not slim. The scale WotC uses is just silly.
The data does not support the claim made.

The data supports that people still choose to play these classes. That doesn't mean they are happy with every single thing about them.

Because guess what? We have other WotC data. Data that shows that...guess what! Fighter and Barbarian had some of the lowest satisfaction scores (only class with lower was Ranger). Champion and Berserker, two of the most widely-played subclasses, were some of the most unsatisfactory--with Berserker actually being underwater, with players more dissatisfied than satisfied.

For God's sake, please stop using the argument that "people play it, therefore they like everything about it."

This instead supports exactly what @Cap'n Kobold said: Players choose a concept first, then choose options to make that concept happen. And, as it turns out, "guy who fights with a weapon and mighty thews" is a very popular concept. It has, in fact, always been a very popular concept--across every single edition of D&D. All data I've ever had any access to indicates that the Fighter CONCEPT is extremely popular. But that does not say one thing, not one little thing, about whether the IMPLEMENTATION is popular.

Because, guess what? That implementation is often highly unpopular! Fighters in 3e were still one of the most widely-played classes...and yet it is now widely understood that it was extremely poorly designed and almost totally failed to deliver. It's been repudiated by effectively every design team that has continued the D&D-and-descendants line: WotC admits it was flawed and has worked to address it, Paizo admits it was flawed and has worked to address it, Dreamscarred Press admits it was flawed and has worked to address it.
 

The groups (plural) as well as every group I have played D&D with in the last 44 years.
Irrelevant.

I agree and I acknowledged that in my post above when I said: "I know it is a problem for people on this forum"
No. You do not agree. You think nearly everyone agrees with you. You have no evidence to support this claim.

For you and a few others, I agree there is some sort of problem.

As I said above this is a problem for anyone that needs to to play the most powerful character at the table, but refuses to play the classes with mechanics which provide that.

You are acting like I am saying this is not a problem for anyone and I am not saying that. I just don't think it is a problem for most player.
Stop being insulting. I have asked you nicely before. Please stop.

It is not just acceptance it is advocation.

I am not saying it is ok that non-casters are weaker, I am saying the game is better because of this.
And you are wrong.

No fully believe my attitude is consistent with the vast majority of players and it certainly is consistent with the people I game with.

I think you are projecting your attitude on others.
Then show your evidence.

But every playuer CAN have phenominal godlike power if they want to. You are making out like this is not somethiung the rules allow, but it clearly is allowed.
Nope! They aren't allowed to be equally powerful AND martial. That's very specifically what I said. Please stop twisting my words and then replying to the strawman you've constructed out of them.

You CAN play the most powerful class and have phenominal godlike powers. Everyone at the table CAN do it.
Nope! They aren't allowed to be equally powerful AND martial.

I respectfully disagree. I don't think itis onerous at all, it is a core part of the game and one I think makes it better.
No it is not. It is explicitly not. The books say, the developers say, the marketing says, over and over, that this is a game of peers, not a game of casters and caddies.

I disagree on this too. I think a very small minority don't accept this. Mybe I am wrong, but I do not believe I am wrong and the fact the game historically has done better and been more popular when the disparity is at its widest.
Then prove it, rather than simply dismissing everything anyone who disagrees with you has to say with "nope, the silent majority is with me!"

But I have as much proof (i.e. none) as you do and more anecdotes to boot.
...are you serious? You're going to act like your anecdotes have any value at all in this discussion? Seriously?

It is not false. I stated it is my belief. In fact it would be false and in fact be a lie if I said I didn't believe that.
No. You have not stated it as a belief. You have repeatedly stated things as though they are facts. That the silent majority agrees with you, for example.

There can be no equals in a game which relies on radomization.
This, for example, is not stated as a belief. But it is one--and a false one at that.

"Equals" does not mean "absolutely 100% identical in every possible way." You and I are equals before the law, even though I am not perfectly interchangeable with you. Equals--peers--can be dramatically different but still afforded the same rights, privileges, etc.

"Equality" does not mean "uniformity."

You need to take dice completely out of the game to have any hope of having true equality.
Nnnnnnnnope! That is objectively false.

What you are referring to is not equality but bias. You want it so that choices made do not mechanically bias the results. I disagree with this position and feel that bias is a good thing.
A lack of bias IS equality. That's...literally what that means in this context.

And no, being actively biased against popular player preferences is not good for the game. It is bad for the game. By definition. You are literally telling people that their widely-held preferences suck and they should be happy that those preferences suck.

I think anything that degenerates others is not acceptable
But that's exactly what you are advocating for. You are advocating for casters who rule the roost. Casters who denigrate (I assume that's the word you meant?) others, namely martials, and martials who are happy to be so denigrated.

, but I believe the classes are designed to have roles and some of them are designed to be more powerful mechanically and I think that is a good thing. I think the current version of the game is more fun, WAY more fin in fact, than previous versions that were more balanced.
Classes in 5e are explicitly not designed to have roles. Yet another example of a "belief" of yours that is directly contradicted by statements openly made by the designers.

You keep saying that the game was designed with a particular intent, that you have somehow divined from looking at the rules. Why not, instead, look at...the things the designers explicitly tell us? Or is it because those explicit, repeated, consistent statements from the designers poke holes in your "beliefs"?

]Personally I don't understand the need to play a character who is just as powerful at every other character at the table. I accept that the character I am playing will often be weaker than other PCs and sometimes I accept the fact that my PC will be more powerful than other PCs and I think that is a good thing.
Why? It's very simple.

I want to be just as important to the party's success as any other participant. That's what being on a team means. That's why we have the phrase "there's no I in team". Teamwork and joint effort. Promoting inclusion, equanimity.

What I have trouble understanding is why others who understand the rules and mechanics find this to be a problem
Because I also understand all of the other things about the game that aren't "rules and mechanics"? Like the things the book tells you about what you should expect from it. Like the advice the game gives for how to run it. Like the explicit statements of intent from the designers. Like the extensive playtesting documents. Like the repeated discussions, podcasts, and other sources where the developers explain that being radically, actively biased against martials and for casters is the opposite of what they want.

You don't believe the rules allow some classes overshadow others?

Is that what you are saying? If so I think you are wrong.
That's not what you said. You have argued--repeatedly and consistently--that not only DO the rules do this, not only SHOULD the rules do this, but the designers explicitly WANT the rules to do this.

That is the thing I'm arguing against. I don't disagree that there's a major pro-caster bias. It is better than it was in 3.x/PF1e, where non-casters were objectively almost useless unless ruthlessly hyper-optimized. I emphatically do disagree that the rules should do that--they absolutely should not, being actively hostile to some (extremely popular, widely-played) concepts and actively playing favorites with other concepts is not good for the game. And I asked for proof about your "beliefs" regarding the designers' intent specifically because I know, for an absolute fact, no belief required, that the designers have explicitly rejected that position. They have repeatedly said that balance matters to them, that they don't like long-rest-based classes overshadowing short-rest-based ones. (That's a rare case where even a caster was affected, and Jeremy Crawford explicitly said that because people weren't taking enough short rests, Warlock and other short-rest-based classes were falling behind other classes, which is contrary to their design intent.)
 

The data does not support the claim made.

The data supports that people still choose to play these classes. That doesn't mean they are happy with every single thing about them.

Because guess what? We have other WotC data. Data that shows that...guess what! Fighter and Barbarian had some of the lowest satisfaction scores (only class with lower was Ranger). Champion and Berserker, two of the most widely-played subclasses, were some of the most unsatisfactory--with Berserker actually being underwater, with players more dissatisfied than satisfied.

For God's sake, please stop using the argument that "people play it, therefore they like everything about it."

This instead supports exactly what @Cap'n Kobold said: Players choose a concept first, then choose options to make that concept happen. And, as it turns out, "guy who fights with a weapon and mighty thews" is a very popular concept. It has, in fact, always been a very popular concept--across every single edition of D&D. All data I've ever had any access to indicates that the Fighter CONCEPT is extremely popular. But that does not say one thing, not one little thing, about whether the IMPLEMENTATION is popular.

Because, guess what? That implementation is often highly unpopular! Fighters in 3e were still one of the most widely-played classes...and yet it is now widely understood that it was extremely poorly designed and almost totally failed to deliver. It's been repudiated by effectively every design team that has continued the D&D-and-descendants line: WotC admits it was flawed and has worked to address it, Paizo admits it was flawed and has worked to address it, Dreamscarred Press admits it was flawed and has worked to address it.

The simplest explanation of people playing a class is that they want to play that class.

So either they don't care about the issue you perceive, which is my experience anecdotally. Or it's not a big enough issue to dissuade them.

In both of those cases, the community at large is not seeing this issue as game breaking.


For God's sake, please stop using the argument that "people play it, therefore they like everything about it."

I really want this to be a friendly discussion. I respect you and your passion for the topic and promise you I am arguing in good faith.
 

Irrelevant.

As irrelevant as your experience or opinion on the matter.

No. You do not agree. You think nearly everyone agrees with you. You have no evidence to support this claim.

I think most people do and you have no evidence to support the claim they don't.

I can only craft my position about what I believe to be the case.

Stop being insulting. I have asked you nicely before. Please stop.

I am not trying to insult anyone, but find it to be a double standard asking me to prove my beliefs and explicitly calling me wrong while offering nothing in terms of proof for your own unsupported claims.

And you are wrong.

I believe you are wrong.

Then show your evidence.

I already provided the evidence for my BELIEF above in multiple posts, it is my experience at the table.

Show your evidence that I am "wrong" please. You did not say you believe I am wrong, you stated I am wrong above. Why didn't that statement come with the evidence?


No it is not. It is explicitly not. The books say, the developers say, the marketing says, over and over, that this is a game of peers, not a game of casters and caddies.

The players are peers, not the characters and what the developers and marketing say does not "prove" anything.

I don't know if the broad statements from some designers are only a subset of designers, or if they are pandering, or if they only intend it to apply to specific levels/situations, or if they don't understand the rules they wrote, or if as Mike Mearls wrote that it only applies to a specific platonic ideal of a campaign.

What I do know for a fact is the designers are the people who wrote Simulacrum and Wish, enabling casters with these spells to replicate virtually every ability from every other class. So while you, and maybe even they, claim they designed the classes to be balanced, in fact what they wrote into the rules ensures they won't be balanced.

Then prove it, rather than simply dismissing everything anyone who disagrees with you has to say with "nope, the silent majority is with me!"

I believe the majority is with me. I never said they were silent.

You believe they aren't. That is fine, but your belief does not prove that I am wrong.

...are you serious? You're going to act like your anecdotes have any value at all in this discussion? Seriously?

They have value to me. What are you providing to prop up your position?

At least I have anecdotes. You have offered no proof, no anecdotal evidence and really no logic to support your position, which you actually state as fact.

No. You have not stated it as a belief. You have repeatedly stated things as though they are facts. That the silent majority agrees with you, for example.

I am not trying to insult you, but as a point of fact you are not telling the truth. Here is the exact quote on post 42:

"It would be capitulation to what I believe to be a very small minority of players that want to play characters that are extremely powerful but for some reason refuse to play the classes that are designed and intended for that role."

Please respect me when you are talking about what I said and did not say and don't claim I did not say what I did say.

This, for example, is not stated as a belief. But it is one--and a false one at that.

"Equals" does not mean "absolutely 100% identical in every possible way." You and I are equals before the law, even though I am not perfectly interchangeable with you. Equals--peers--can be dramatically different but still afforded the same rights, privileges, etc.

Equals means: being the same in quantity, size, degree, or value.

That is the definition I was using and will never be the case with two different PCs in play.

People can be "peers" while one is better than the other and in a team game you can be very successful without being equals. Jalen Hurts and Kenny Picket are peers. Both are Football players. Both play the same position on the same team, and both do their part so the Eagles can win at football. They are teamates, they are Superbowl champions, they are peers, but they are not equals.

Nnnnnnnnope! That is objectively false.

Ok then prove it. You asked me repeatedly to show proof of my beliefs. I want you to show proof of something you say is objectively false.

You claiming it is objectively false does not mean it is actually objectively false.

And no, being actively biased against popular player preferences is not good for the game

I don't think it it is against popular player preferences. I think it is with popular player preferences.

You keep asking me for proof. Prove that it is against popular player preferences please. If you can't prove it please admit it is your unsupported belief and you have no proof.

You have the nerve to accuse me of insulting you, while you ask me to prove my beliefs and state your position as fact and offer no proof or even anecdotal evidence to support it.

But that's exactly what you are advocating for. You are advocating for casters who rule the roost. Casters who denigrate (I assume that's the word you meant?) others, namely martials, and martials who are happy to be so denigrated.

No I am not. I have never seen a caster denigrate a non-caster (or anyone for that matter) in play and that would not be welcome at any of the tables I play at.

You keep saying that the game was designed with a particular intent, that you have somehow divined from looking at the rules.

Yes from the mechanics.

Why not, instead, look at...the things the designers explicitly tell us?

Statements are not proof as you keep telling me here and I don't even have a specific or explicit statement here, just a vague reference to what they tell us..

The mechanics ensure casters are more powerful than non-casters and those mechanics were written by the designers.

Or is it because those explicit, repeated, consistent statements from the designers poke holes in your "beliefs"?

No, it is because the mechanics they also wrote poke holes in these statements you keep talking about but haven't actually specifically provided for reference.

I want to be just as important to the party's success as any other participant. That's what being on a team means. That's why we have the phrase "there's no I in team". Teamwork and joint effort. Promoting inclusion, equanimity.

That is what YOU want. That is why this is a problem for YOU.

I don't believe it is what most players want and that is why I don't believe it is a problem for most players.


That's not what you said. You have argued--repeatedly and consistently--that not only DO the rules do this, not only SHOULD the rules do this, but the designers explicitly WANT the rules to do this.

Please use the words I actually said instead of trying to reframe or paraphrase them. I think you repeatedly twist the meaning of what I type, perhaps unintentionally.

What I said is the classes were "designed and intended" to be imbalanced. You offered no proof that is not the case.

You are also oversimplifying the designers goals with respect to balance and offering no actual specific citations for context or nuance. Mike Mearls, one of the chief designers for 5E wrote a several thousand word essay on balance. It is by far the largest and most complete single disucssion of balance that I have read from any D&D designer. I don't agree with everything in that essay, but here are a few exerps relevant to this discussion:

"There are also plenty of players and DMs who have no use for game balance. If things are out of whack, their playstyle is such that it doesn't matter. Who cares if the berserker can kick anything's ass in melee, if the campaign is a mash-up of Romeo and Juliet crossed with The Longest Yard. Fighting isn't the point, so all those unbalanced fighting abilities the berserker uses don't matter."

"A lot of gamers really don't care about game balance, and that's OK. "

"For some people, wizard spells that obviated skills were bad because they replaced rogues in those critical situations where the rogue had a chance to shine. Others didn't care, or rarely had rogues in the party, or had enough chances for the rogue to shine that the wizard didn't steal them all."

"In a way, though, game balance has to draw lines and partition things. Game balance exists at least in part within the context of a specific campaign. When you try to balance the game, you have to create a sort of platonic ideal of a campaign and work from there. Do some people think it's cool that wizard spells make skills worthless? Sure, but that might not be the baseline you design to."


Now none of that is "proof", but if you take his statements as truthful it is clear that the chief designer for 5E believed many players do not care about balance.
 
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