Mystara is a campaign setting for the Dungeons & Dragonsfantasyrole playing game. It was the default setting for the "Basic" version of the game throughout the 1980s and 1990s. Most adventures published for the "Basic" edition of D&D take place in "The Known World", a central continent that includes a varied patchwork of both human and non-human realms. The human realms are based on various real-world historical cultures. In addition, unlike other D&D settings, Mystara had ascended immortal beings instead of gods.
Greyhawk was the default setting for AD&D, Mystara was eventually ported to AD&D in 2e.
Think about the games you DM, you ever noticed campaigns are melees and a cleric more times than the more balanced party? And then the party hits level 5, and one of the players wants to retire their character and pick up a sorcerer? Just saying, its happens a lot. The new super abilities put in for 5E, has greatly boosted melees early on. Its not that wizards are weak, its that they went a wee bit overboard on melees early on. Melee's early on were better than Wizards, looking at Gygax's design philosophy on linear fighters and quadratic wizards, he tried to slow them down because well its a wizard, they should be game breaking at higher levels compared to a guy with an axe. Its just compared to older editions the super hero 5E is a bit over the top.
I think that says more about your "hive of power gamers" than the general population of players. Our group tends to stay with the same characters from level 1, and usually represent a wide range of classes.
Cantrips are quite often the best option for low level casters - it lets them remain a caster at low levels, whereas in 3E and earlier editions they'd have to switch to a physical weapon after an encounter or two.
The chances of there ever being a tabaxi PC in my game is zero, dude. I play with a bunch of guys in their 50s. They have no idea what a tabaxi even is!
If they played back in the day then the default setting was probably Mystara back then. Just tell them Tabaxi = Rakasta, they’ll pro’ly get that.
Greyhawk for the over 50s, not Mystara (wherever that is).
Think about the games you DM, you ever noticed campaigns are melees and a cleric more times than the more balanced party? And then the party hits level 5, and one of the players wants to retire their character and pick up a sorcerer? Just saying, its happens a lot.
Melee's early on were better than Wizards, looking at Gygax's design philosophy on linear fighters and quadratic wizards, he tried to slow them down because well its a wizard, they should be game breaking at higher levels compared to a guy with an axe.
Lets look at an example of a broken race/class and how to fix them, the Tabaxi Swashbuckler.
-Tabaxi base movement 30 feet and can use claws to move on walls at 30 feet.
-Tabaxi racial can double their movement but must remain still for one turn to get it back. Tabaxi new movement 60 feet.
-Rogue 2nd level get cunning action, as a bonus action can dash. Tabaxi new movement 120 feet.
-Swashbuckler 3rd level gets fancy footfoot, take an attack against an opponent and they can't make an opportunity attack against them. 120 feet movement and no opportunity attack from one opponent.
If you think that's broken, get a load of this!
- Get a longbow and shoot someone from 150 feet away.
That's it. That's all your tabaxi does - poorly replicate a ranged attack by combining several other resources. Being complicated or synergistic is not the same as being overpowered.
The chances of there ever being a tabaxi PC in my game is zero, dude. I play with a bunch of guys in their 50s. They have no idea what a tabaxi even is!
I am 53 and I know that a Tabaxi is a cat race. But I do instantly think - isn't roleplaying a cat humanoid some kind of perverted thing that happens in an entirely different kind of dungeon?
You do understand a rogue gets one attack with a bow and can miss, meanwhile a tabaxi rogue dual wielding gets two shots to sneak attack right? There is a flaw in your logic here.
The rogue is using his bonus action for cunning action, so no offhand attack is occurring.
Feline agility is a free action. Swashbuckler allows you to make an attack and an opportunity attack can't be made against the character. Dual wielding attacks as a swash allows them to move through two characters with no chance of reprisal. Its a broken mix, haven't you DM'd it before?
Using cunning action to dash is not a free action. I haven't run into that particular combo in play, but I can math out its damage potential just fine and it's... underwhelming. There's monsters that can't deal with it, but they're mostly the same monsters that can't deal with being kited by ranged attackers.
They basically can slice and dice a caster out of the game round 1 fairly easily.
If the caster doesn't have any hit points, sure. If I want to reliably remove squishes from the encounter round 1, I'll play a variant human battlemaster fighter or gloomstalker ranger with archery fighting style and sharpshooter.
The chances of there ever being a tabaxi PC in my game is zero, dude. I play with a bunch of guys in their 50s. They have no idea what a tabaxi even is!
I am 53 and I know that a Tabaxi is a cat race. But I do instantly think - isn't roleplaying a cat humanoid some kind of perverted thing that happens in an entirely different kind of dungeon?
Honestly I'm against any of the half-man, half animal races, they seem lazy and not really Fantasy so much as bad sci-fi. Others have said that a race like the Satyr is a half-man, half-beast but even if I accepted that, it's too much a part of classic Fantasy.
I am in the final 3rd of my second 5e campaign (the first was a bastardized version of Hoard of the Dragon Queen, the second is a bastardized version of Descent Into Avernus). In the first campaign, by 5th level, the characters' powers and abilities were completely out of control. The last time I DMd was 2nd edition, so I was doling out magic items like Santa Claus, and I really, really came to regret it. By the end of the campaign, the superheroes heroes were 9th level, and I could not wait to be done.
So, lesson learned. Going into campaign 2, I made the following changes:
-slow level progression
-gritty realism for HP recovery
-'low magic' i.e. magic items, especially powerful one, are few and far between.
This has made the game better, but...they are now 4th level, and already incredibly powerful. Like, really powerful. The offensive cantrips. The endless variations of class/subclass (features and traits). So. Much. Stuff.
I am curious if others have had this same experience, and how they dealt with it. I have been a DM/GM for more than 40 years. I know how to play, how to design, and how to wing it when necessary. I love a lot of things about 5e, but this seems like a feature, not a bug.
So you have it right with some of these issues
-Magic items that effect combat can totally unbalance prewritten encounters if you are awarding them early. A +1 or +2 weapon or AC makes a massive impact. I've seen DMs give out just 1 weapon too early and have it totally unbalance combat. You don't have to go "low magic", just stay away from items that have a permanent impact on combat, and give out items that encourage creative play in and out of combat, not just things that let them hit harder.
-If you are mashing up prewritten adventures around level 5 you have to remember that the power growth of PCs are not linear, but in "tiers of play", they get a massive bump at levels 5, 11, 17
-In general I've found that a lot of the official adventures do tend to be less challenging, especially if you have players that like to optimize they PCs to be powerful in combat. If this is the case start out by giving the monsters max hp instead of the average HP. Play your monsters to the maximum of their ability, make sure you read their stat blocks ahead of time. I cant tell you the number of times I've thought a combat was too easy only to realize I didn't use abilities correctly or at all because I didn't read them.
-Abilities that seem too strong might be interpreted or read wrong. Most of the time if I read an ability or spell that seem like it's too powerful it's because the player has misread it or didn't read a rule that limits it. (But there are definitely interactions that you might want to consider limiting)
-Rests are an issue that isn't well addressed in 5e. Players are only suppose to long rest 1x every 16 hours. Short rests and long rests should sometimes have consequences when done in places that aren't safe.
So...choosing a background now opens up feats (which I assume will be in addition to class-based features and traits). Some of these feats mimic class-based skills (like healing, or giving inspiration). Everyone gets inspiration on a 20, which they can use for advantage when they choose to do so. Humans get advantage after a long rest. AND, monsters cannot crit. Not to mention that races now have spells (gnomes, all subraces of elves) or things that may as well be spells (dwarves, orcs). AND, every class can now have spells if they choose a certain feat (in this case, magic initiate).
I realize this is all being play tested, but I do not understand why Crawford et.al. are pursuing this PC power creep. It's insane. Who would want to DM? I have five players, who are five different races with five different racial profiles. Then, they are five different classes with the option for numerous subclasses and specializations. NOW, we are going to add background feats, which will have their own powers and expressions.
So...choosing a background now opens up feats (which I assume will be in addition to class-based features and traits). Some of these feats mimic class-based skills (like healing, or giving inspiration). Everyone gets inspiration on a 20, which they can use for advantage when they choose to do so. Humans get advantage after a long rest. AND, monsters cannot crit. Not to mention that races now have spells (gnomes, all subraces of elves) or things that may as well be spells (dwarves, orcs). AND, every class can now have spells if they choose a certain feat (in this case, magic initiate).
I realize this is all being play tested, but I do not understand why Crawford et.al. are pursuing this PC power creep. It's insane. Who would want to DM? I have five players, who are five different races with five different racial profiles. Then, they are five different classes with the option for numerous subclasses and specializations. NOW, we are going to add background feats, which will have their own powers and expressions.
Right now at least, the backgrounds that open up feats are all in Strixhaven, which is it's own setting in the MTG world where pretty much everyone would be taking the same kind of background. In general a lot of the time DMs like to limit options like this to the world/setting they are going to play in, especially if it's an option that has such clear advantages over other options. Strixhaven in particular seems to be a book that DMs like limit.
Lets look at an example of a broken race/class and how to fix them, the Tabaxi Swashbuckler.
-Tabaxi base movement 30 feet and can use claws to move on walls at 30 feet.
-Tabaxi racial can double their movement but must remain still for one turn to get it back. Tabaxi new movement 60 feet.
-Rogue 2nd level get cunning action, as a bonus action can dash. Tabaxi new movement 120 feet.
-Swashbuckler 3rd level gets fancy footfoot, take an attack against an opponent and they can't make an opportunity attack against them. 120 feet movement and no opportunity attack from one opponent.
If you think that's broken, get a load of this!
- Get a longbow and shoot someone from 150 feet away.
That's it. That's all your tabaxi does - poorly replicate a ranged attack by combining several other resources. Being complicated or synergistic is not the same as being overpowered.
The Tabaxi can move (and thus see and hear) around corners. Not sure the archer would be able to do that.
One of the issues with such one-trick ponies is that if they don't get to do their 'thing' almost every fight, they're going to feel left out. This is why you don't want to send a flying mob after the 'all melee but the guy with Cantrips and the Rogue with a shortbow' party...many will twiddle their thumbs for much of the fight. Being able to move farther than you can reasonably see is suicide in any sort of environment where there might be traps or, worse, casters around.
Tabaxi decides to scout around the corner and dashes 120 feet.
Ambush jumps him. He's hit with Silence so he can't cry out a warning while he steps in the Grease spell or pile of ball bearings or the hallway spike trap.
What if they're in the woods? I'm not sure about you but I certainly am not going to go dashing 120 feet when my Dark vision only covers 60. 60 feet is out of line of sight in many dungeon hallways. You go ahead and race ahead if you want. When you don't come back, my Artificer will make a nice image to remember you by.
So...choosing a background now opens up feats (which I assume will be in addition to class-based features and traits). Some of these feats mimic class-based skills (like healing, or giving inspiration). Everyone gets inspiration on a 20, which they can use for advantage when they choose to do so. Humans get advantage after a long rest. AND, monsters cannot crit. Not to mention that races now have spells (gnomes, all subraces of elves) or things that may as well be spells (dwarves, orcs). AND, every class can now have spells if they choose a certain feat (in this case, magic initiate).
I realize this is all being play tested, but I do not understand why Crawford et.al. are pursuing this PC power creep. It's insane. Who would want to DM? I have five players, who are five different races with five different racial profiles. Then, they are five different classes with the option for numerous subclasses and specializations. NOW, we are going to add background feats, which will have their own powers and expressions. Such quality answers will help a lot. There would be more of these. If I don't know something, then I use http://essaypapers.reviews/ for this. Or I'll ask a question on the forum first. But I don't always get what I need on the forum.
So...choosing a background now opens up feats (which I assume will be in addition to class-based features and traits). Some of these feats mimic class-based skills (like healing, or giving inspiration). Everyone gets inspiration on a 20, which they can use for advantage when they choose to do so. Humans get advantage after a long rest. AND, monsters cannot crit. Not to mention that races now have spells (gnomes, all subraces of elves) or things that may as well be spells (dwarves, orcs). AND, every class can now have spells if they choose a certain feat (in this case, magic initiate).
I realize this is all being play tested, but I do not understand why Crawford et.al. are pursuing this PC power creep. It's insane. Who would want to DM? I have five players, who are five different races with five different racial profiles. Then, they are five different classes with the option for numerous subclasses and specializations. NOW, we are going to add background feats, which will have their own powers and expressions. Such quality answers will help a lot. There would be more of these. If I don't know something, then I use http://essaypapers.reviews/ for this. Or I'll ask a question on the forum first. But I don't always get what I need on the forum.
Thanks, I was just thinking about this
WotC are in the business of selling books. A high proportion of their cliens want to play characters as powerful as they can. If a new book does not have options that are more powerful than what is already there they will make less oney.
Outside of that many people who have played a lot find only being able ot take a feat as replacement for an ASI very limiting, I'd like ot have a feat but I als feel I sohuld max out my primary stat ASAP. I know several DMs who give a free feat at level 1 for this reason.
One D&D is different however this is far more than just a new book with extra subclass options and races. It is a rewrite of the core books and while claimed it is compatible with existing 5e books it is essentially a new version, requiring a lot of home brew decisions if you are mixing 5e with One D&D (for example the UA One D&D has eliminated skill checks for grappling what do you do if your 5e character has advantage on such checks? The UA does have quite a few nerfs as well for example rogues are only able to get sneak attack on their turn.
I find that balance is achieved best by overextending the resources of the players. But hem in situations where they will have 4-6 combats/puzzles that will require them to expend resources. Even at level 11 (my current campaign), you can get them down to being on fumes and that's when it becomes a challenge and you get those moments of 'That was awesome". I also INTENTIONALLY rotate in a monster/situation that will purposefully take advantage of at least one of the weaknesses of a member of the group (a certain save, ranged combatants to thwart that barbarian, waves of creatures to keep the wizard from mowing them all down with a single fireball etc).
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Greyhawk was the default setting for AD&D, Mystara was eventually ported to AD&D in 2e.
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I think that says more about your "hive of power gamers" than the general population of players. Our group tends to stay with the same characters from level 1, and usually represent a wide range of classes.
Cantrips are quite often the best option for low level casters - it lets them remain a caster at low levels, whereas in 3E and earlier editions they'd have to switch to a physical weapon after an encounter or two.
Please see my previous post.
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No I haven't. I mean... sorcerer?
Which was bad game design even back in 1977.
How do you have 23,500 posts, IamSposta? That's just insane.
🤷♂️
Most of my posts are to help people in the Bugs and Homebrew subforums. (I got 12,117 “Thanks” too.)
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If you think that's broken, get a load of this!
- Get a longbow and shoot someone from 150 feet away.
That's it. That's all your tabaxi does - poorly replicate a ranged attack by combining several other resources. Being complicated or synergistic is not the same as being overpowered.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I am 53 and I know that a Tabaxi is a cat race. But I do instantly think - isn't roleplaying a cat humanoid some kind of perverted thing that happens in an entirely different kind of dungeon?
The rogue is using his bonus action for cunning action, so no offhand attack is occurring.
Using cunning action to dash is not a free action. I haven't run into that particular combo in play, but I can math out its damage potential just fine and it's... underwhelming. There's monsters that can't deal with it, but they're mostly the same monsters that can't deal with being kited by ranged attackers.
If the caster doesn't have any hit points, sure. If I want to reliably remove squishes from the encounter round 1, I'll play a variant human battlemaster fighter or gloomstalker ranger with archery fighting style and sharpshooter.
Honestly I'm against any of the half-man, half animal races, they seem lazy and not really Fantasy so much as bad sci-fi. Others have said that a race like the Satyr is a half-man, half-beast but even if I accepted that, it's too much a part of classic Fantasy.
So you have it right with some of these issues
-Magic items that effect combat can totally unbalance prewritten encounters if you are awarding them early. A +1 or +2 weapon or AC makes a massive impact. I've seen DMs give out just 1 weapon too early and have it totally unbalance combat. You don't have to go "low magic", just stay away from items that have a permanent impact on combat, and give out items that encourage creative play in and out of combat, not just things that let them hit harder.
-If you are mashing up prewritten adventures around level 5 you have to remember that the power growth of PCs are not linear, but in "tiers of play", they get a massive bump at levels 5, 11, 17
-In general I've found that a lot of the official adventures do tend to be less challenging, especially if you have players that like to optimize they PCs to be powerful in combat. If this is the case start out by giving the monsters max hp instead of the average HP. Play your monsters to the maximum of their ability, make sure you read their stat blocks ahead of time. I cant tell you the number of times I've thought a combat was too easy only to realize I didn't use abilities correctly or at all because I didn't read them.
-Abilities that seem too strong might be interpreted or read wrong. Most of the time if I read an ability or spell that seem like it's too powerful it's because the player has misread it or didn't read a rule that limits it. (But there are definitely interactions that you might want to consider limiting)
-Rests are an issue that isn't well addressed in 5e. Players are only suppose to long rest 1x every 16 hours. Short rests and long rests should sometimes have consequences when done in places that aren't safe.
EVEN MORE POWERFUL
So...choosing a background now opens up feats (which I assume will be in addition to class-based features and traits). Some of these feats mimic class-based skills (like healing, or giving inspiration). Everyone gets inspiration on a 20, which they can use for advantage when they choose to do so. Humans get advantage after a long rest. AND, monsters cannot crit. Not to mention that races now have spells (gnomes, all subraces of elves) or things that may as well be spells (dwarves, orcs). AND, every class can now have spells if they choose a certain feat (in this case, magic initiate).
Read 'em and weep
I realize this is all being play tested, but I do not understand why Crawford et.al. are pursuing this PC power creep. It's insane. Who would want to DM? I have five players, who are five different races with five different racial profiles. Then, they are five different classes with the option for numerous subclasses and specializations. NOW, we are going to add background feats, which will have their own powers and expressions.
Right now at least, the backgrounds that open up feats are all in Strixhaven, which is it's own setting in the MTG world where pretty much everyone would be taking the same kind of background. In general a lot of the time DMs like to limit options like this to the world/setting they are going to play in, especially if it's an option that has such clear advantages over other options. Strixhaven in particular seems to be a book that DMs like limit.
The Tabaxi can move (and thus see and hear) around corners. Not sure the archer would be able to do that.
One of the issues with such one-trick ponies is that if they don't get to do their 'thing' almost every fight, they're going to feel left out. This is why you don't want to send a flying mob after the 'all melee but the guy with Cantrips and the Rogue with a shortbow' party...many will twiddle their thumbs for much of the fight. Being able to move farther than you can reasonably see is suicide in any sort of environment where there might be traps or, worse, casters around.
Tabaxi decides to scout around the corner and dashes 120 feet.
Ambush jumps him. He's hit with Silence so he can't cry out a warning while he steps in the Grease spell or pile of ball bearings or the hallway spike trap.
What if they're in the woods? I'm not sure about you but I certainly am not going to go dashing 120 feet when my Dark vision only covers 60. 60 feet is out of line of sight in many dungeon hallways. You go ahead and race ahead if you want. When you don't come back, my Artificer will make a nice image to remember you by.
Thanks, I was just thinking about this
WotC are in the business of selling books. A high proportion of their cliens want to play characters as powerful as they can. If a new book does not have options that are more powerful than what is already there they will make less oney.
Outside of that many people who have played a lot find only being able ot take a feat as replacement for an ASI very limiting, I'd like ot have a feat but I als feel I sohuld max out my primary stat ASAP. I know several DMs who give a free feat at level 1 for this reason.
One D&D is different however this is far more than just a new book with extra subclass options and races. It is a rewrite of the core books and while claimed it is compatible with existing 5e books it is essentially a new version, requiring a lot of home brew decisions if you are mixing 5e with One D&D (for example the UA One D&D has eliminated skill checks for grappling what do you do if your 5e character has advantage on such checks? The UA does have quite a few nerfs as well for example rogues are only able to get sneak attack on their turn.
I started playing Dungeon Crawl Classics. Problem solved.
I find that balance is achieved best by overextending the resources of the players. But hem in situations where they will have 4-6 combats/puzzles that will require them to expend resources. Even at level 11 (my current campaign), you can get them down to being on fumes and that's when it becomes a challenge and you get those moments of 'That was awesome". I also INTENTIONALLY rotate in a monster/situation that will purposefully take advantage of at least one of the weaknesses of a member of the group (a certain save, ranged combatants to thwart that barbarian, waves of creatures to keep the wizard from mowing them all down with a single fireball etc).