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« on: January 09, 2019, 11:03:58 pm »
Thanks. I agree about restricting potions to a much greater degree than they currently are. That would help with immersion and it would allow the design team to do more with the tools that are available to them.
Sure. I'll give a few examples. Please bear in mind that this is a challenge in game design and creativity, and there's as many answers as there are interpretations... It's all down to how you choose to introduce content.
Touching on disallowed or restricted properties that can bring different class types together... These are properties like, picking at random, vorpal weapons. The mechanics of a vorpal weapon allow a martial character to instant kill targets on two conditions - the first that they score a critical hit and the second that the target fails a reflex saving throw.
This, amongst other properties, allows martial classes to check higher level spellcasting classes who can infrequently also win fights with a single spell. There are swings and roundabouts to this though. The martial class is subject to rng in succeeding, which build and items can help mitigate. It's also subject to encounter design - builders or DMs can create a difference between mob fights where the property comes into play frequently, mob fights where it is more difficult to come into play (high reflex saves) and mob fights where it cannot come into play (crit immunity). Because this is different to your typical spell-caster saves, with reflex instead of fortitude saves, and crit immunity instead of death immunity, there starts to be a parallel line of item progression vs spell progression that can be used to check each character type against the other and allow balancing to be done relative to the other.
That was just an example. By breaking down how the mechanics of item properties actually work, there is no end to the interplay you can have, and it's definitely possible to have multiple defining paths for every single class that allows them to either shine in certain situations or to match each other.
A similar thing can be achieved with immunities or resistances. Bearing in mind that immunities can be vs specific spells, status effects or combat manoeuvres, and resistances can include heightened saving throws for that hard resistance vs soft resistance exchange, you can start to 'level check' dungeons or encounters. By specifically choosing what items or abilities players have access to, you can begin to direct players to certain dungeons or content based upon what they are able to do with what their character has or can cast, rather than just by their level range. It's another way of focusing content and controlling what players access. (This should be signposted in the environment before players enter dangerous areas - not with literal signposts but with lore and area design cues.)
The current availability and culture around potions stop you from being able to take this design route, but if they didn't you could very well design your item and their availability in such a way that either gives some classes advantages in some dungeons, or forces your class performances to equal out in the same environment.
On your question about +5 swords and it meeting spell-casters reductions, well, it builds upon what's above. If you want a balance, you have to make sure there's symmetry in classes ability to check eachother. A cleric can make themselves immune to damage, immune to knockdown and immune to anything a fighter can do to them. If pvp balance is something that interests the design team, they need to understand that they need to provide opportunities for equivalent exchange. A high level cleric can give themselves a +5 sword and bypass a fighter's potion with a spell. The team needs to look at options a fighter (or any other class) might have to meet that check and respond with equivalence, whether that is allowing fighters access to +5 weapons, or more creative ways of denying clerics spell casting or removing their buffs.
The important thing is this. On mechanics, there are mechanical solutions. You can overlook a lot of things for immersion but this and other topics on the forums recently play into one and other. When you start to have imbalance between classes and builds ability to handle situations, then problems with resource availability or with death penalties are magnified and brought to light more frequently. You can and should always say that there are RP and social solutions to class imbalances. But there should always also be mechanical mirrors in place, otherwise the same logic that has everyone guzzling every potion before a fight has everyone rolling clerics.