Postby Ikoma » Mon Mar 09, 2020 12:18 pm
Alright, I've listened to both episodes now and feel free to jump in.
First, I agree with Clintmemo, almost every time I run into someone who has a 'broken' combo, it's really that they are missing something in the rules designed to limit the combo. Obviously, there are broken combos on occasion (see Pun Pun, the 3.5e kobold who abuses a MOUNTAIN of splat books to become ridiculously OP) but most of the time, when looking into a complaint, I find the group is either intentionally house-ruling something or is missing a rule and their current dilemma is the consequence. (Note: this applies to me as well. The times I have thought I have found an OP issue, it eventually turns out I was missing another rule or a house-rule I had made was having an unforeseen impact. That said, house-rules are typically there for a reason. And mis-reading a rule that leads to a game you enjoy isn't a bad thing. If splat-books enable things that are broken in the game you are running, then they are the problem and not you (probably). But you can be the solution.
Second, I am all in favor of GMs limiting the books they want to use in their game. Even to the point of removing options from the core books should that fit they world they are trying to create (with the help of their players). As an example, my next campaign is going to be a very dark fairy tale world. As a result, I am making a few core races and classes off limits. They just don't fit the flavor and theme of the world I am building. They absolutely DO fit other D&D worlds so I'm not advocating removing them permanently, just from this particular campaign.
Third, I agree that too many splat books unleashed willy-nilly is the main problem. A book or two adding something specific to the campaign is fine. A book adding to 'A' character is probably fine. Six different books (even including the core books) each adding one or two elements to a character build is where the real potential problem lies. Additionally, if a player just shows up and says they took Spell X from splat-book Y with this latest level up, then I as the GM am going to get nervous. If I want to take something non-standard, I'll give the GM warning, notice, a copy of the book (in one form or another) and the option to say 'no'.
Fourth, WotC can absolutely be part of this problem. The OG Core books are fine and balanced. Unearthed Arcana is a monthly torrent of cool ideas that are literally in the process of being playtested and should be treated that way. If I want to take a UA sub-class, I need to recognize that things may need to adjust when further data has been obtained. But the bigger potential issue is DMsGuild. 99 cents to buy a PDF with a dozen new weapons. And on and on. Which isn't to say you shouldn't use that kind of stuff. But it should be spice, intentionally added to a campaign, rather than just dumped into the stew at random. Dragon and other magazines used to be part of the problem for D&D (and may still be for other games).
Fifth, setting books are not splat-books and should be treated differently. Taking a race out of the Eberon book, mixed with a sub-class out of Ravenloft, a feat out of the Faerun, plus some spells from the new Wildemount book could very easily have unintended interactions. (Or intended interactions if the player's goal is power creep.) Again, different worlds are going to have different feels, different power levels, etc. Something perfectly balanced in one setting might well be unbalanced taken out of that setting. This is the RPG version of invasive species.