I'm going to leave this to stand alone so that you can think about how it pertains to your entire argument.DrPraetor wrote:They of course made all the character concepts shitty but that isn't an inevitable consequence of such an equalizing treatment.
DRP wrote:This is a hell of a lot easier to arrange if you start from a basis point that each turn they spend in combat should involve a roughly[/b] equal contribution.
You fail before you even begin. Imagine for the moment that you have a Knights of the Round party: 5 characters who are all Paladins. This is a pretty damn effective party in 4e despite being incredibly non-standard. It goes to slow, grindy victories that are incredibly inevitable. But the emphasis here is on slow. Let's consider another party: 5 Assassins (or its equivalent). Also quite thematic, but this time whether it wins or loses, it does so in a short period of time. The defensively minded party wins or loses in more actual turns than the offensively minded party does.
Even if the two teams have a precisely equal win/loss ratio, the fact that the Knights of the Round team took more rounds to achieve that record means that by definition the contribution per character per round was less in the Knights of the Round. The outcomes are the same, but the per-round output was definitely, unquestionably lower.
A system that tries to give equal contribution per round cannot work if characters are not given a strict time limit and the characters are not precisely equally focused on offense. In an actual RPG, this plan is a priori hopeless. It can only work in a Warhammer battle, where victory points are going to be tallied up at the end of a specific turn.
DRP wrote:The "everything at will" resource management scheme is a trap and it will always be a trap
I disagree. I think that the Warlock was pretty damn close to being functional. With a few more tricks and a less shitty Eldritch Blast, they'd be fine from 1st to 10th. Which is all I'd ask from any base class. I mean, think of how easy it is for them to be broken the other direction. At Will Charm Monster would damn near do it all by itself.
DRP wrote:and they are going to need abilities which are relevant in the world of the highest level spells the Wizard can cast - which is a hell of a lot easier if you just make them the same level.
No. It's not easier. Giving people abilities that are relevant when the Wizard gets his highest level spells is a necessity. But making them equal in any meaningful sense of the term is not helpful in this goal.
I mean sure, you can call the Hero's abilities that he picks up at 10th level "10th level Feats" just as you can call the Wizard's spells that he picks up at 10th level "10th level spells", but that is only a superficial - and ultimately meaningless - statement of equivalency. You can't actually transplant an ability directly from one set to the other and expect it to be even vaguely balanced. An ability transported from one ability list to another has wildly different synergies and may become wildly more or less powerful even if those ability lists are as bullshit as 4th edition's!
DRP wrote:Furthermore, this immediately implodes as soon as you hit whatever tier where people get multiple resource types.
I'm cutting off the rest of your paragraph because it is non-sequitur. However, I do fundamentally agree that things get super difficult as soon as you hand out multiple resource types. Not because of "fighters can't have nice things", but because the moment you do that you are no longer able to control the environment each ability lives in.
Abstractly, defenses like displacement (which give you a chance to avoid enemy attacks) and defenses like regeneration (which negate a certain portion of the attacks that get through) may be completely balanced. But if you separately have a rage bar (which powers up when you take damage), then obviously the synergy with regeneration is high and the counter-synergy with displacement is as well. If you separately have interruptable attacks (which can be negated if enemies attacks are not avoided), then synergy is strong with displacement and the benefits of regeneration are minimal.
Once you mix abilities from one environment into another environment there will be consequences. Most of the consequences will be clear and demonstrable synergies and counter-synergies between the different environments and abilities. You can limit those consequences partially or wholly by forcing the different ability sets to be chosen to cover non-overlapping magisteria. This is not necessarily something I support, but it's certainly a thing that could be done.
But mostly, I think that the transfer from Heroic to Paragon is going to be a clusterfuck beyond all reason. Where nominally there are hundreds and hundreds of possible Heroic/Paragon combinations you could have, but in reality a few dozen of those choices will be dramatically superior to the others. And not all of them will be as simple or obvious as "Berserkers should go Verdant Lord because it allows them to take and recover from a lot of damage".
-Username17