I got to give Cham a +1 this one. D&D is not an MMORPG, but this is BGTSCC, not D&D, and while it is not massively multiplayer, it most certainly is a MORPG.chambordini wrote:NegInfinity wrote: Also, idea of "balancing" DND sounds silly to me. DND is not balanced, some classes are stronger, some are weaker. It is not a mmo, and it is not designed to give everybody a fair chance. You pick character, you figure out how to survive using this character and skills.
I think we ought be conservative and careful in terms of nerfs but this sort of mindset is not very productive, sort of like shooting yourself in the foot. First of all this is arguably not Pnp DnD but based on it, we take what we -want- from sourcebooks, so we can have balance.
I don't care that it's not an MMO, MMOs aren't the only games that need balancing, (which btw I disagree that it's not, it's very much a small scale MMORPG, it has all the traits plus some more in regards to RP) if we, here, didn't bother with some notion of balance, things would be a lot worse than they are now.
I think conversations like these are healthy to have on a calm level even if no changes spur from them. But then again I think closing these discussions would be pretty much censure and overall unhealthy for the server populace... Anyway.
Think about solutions creatively and don't base your lines of thought with categorical opinions...
A lot of the suggestions I see are in regards to people using DIPs to create powerbuilds. The solution to this has always been the same thing, but is only used in certain cases. That is to tie the power of certain abilities to the class level of the class that grants is. Divine saves, at present, just gives your CHA to all saves, but this feat, and feats like it, could and arguably should be altered to work like the duelist AC feat, you get your CHA or your class lvl to saves, whichever is lower. So even with a +5 CHA mod, if you dip three into BG for the saves, you get a max of +3 to saves.
Most class defining abilities are already tied to class level in some way, but there are a few notable ones that lack this feature, and of them, most of them probably need it. That being said, I doubt this one change would solve most of the balancing issues we face, but it would almost certainly be a step in the right direction. The alternative, if we go for the approach of buffing underpowered builds and staying away from nerfs, is taking certain class features and removing the tie to class level and basing them off character level, but since that would provide equal benefit to any build who choose to DIP for those abilities, it wouldn't work to build power in underpowered classes in relation to the high power ones.
This could also work for people trying to level and play, for example, a swashbuckler. I have leveled a swash from level one, and moving the INT to DMG feat from 3 to 5 hurt, a lot, made it arbitrarily difficult to level until lvl 5. If you put the same caveat on that feat INT or Swash lvl to dmg, whichever is lower, you could move it back to lvl 3 without any major issues.
EDM too OP? Tie it to the class level of the class that gave you access to it, max of +1 dmg per lvl for DM, +2 for EDM. Those 3 and 4 lvl DIPs to get EDM now get a max of +6 or +8 from it, still great, but no where near as good as it is now.
I am sure there are a number of other feats to which this could be applied to positive effect, but they escape me at the moment.