Seerow wrote:
You can give characters more at low level and still have other class features at higher levels. In 4e you literally only get class abilities at first level. Alternatively I seem to recall you advocating "low levels are for losers" and simply have the system outright state most characters start at X level. It's a little counter intuitive, but either one works.
I'm not particularly attached to any number. I have a problem with games always starting me off at 'peasant' level because games, regardless of genre, have a hard-on for particular numbers for no reason other than '1' feels more like a beginning than '4' even if it's not appropriate for all stories. If the bottom end of the scale for PCs is 'hero' level then it doesn't matter as far as I'm concerned.
And your system doesn't work with D&D's exponential power growth. Imagine that level 1 is 'cannon fodder' level, level 4 is 'hero' level, level 8 is 'superhero' level. Fighter 5 is more powerful than Fighter 4 / Monk 1 under this system. That's not what happened in 3E D&D obviously because of Linear Warriors / Quadratic Wizards, but if you want to have 3E's multiclassing system and exponential power growth it's not going to happen in a balanced way.
Seerow wrote:
Saying "nobody wants this" or "nobody wants that" as fact, is silly. There ARE people who want that level of granularity.
Then they have to make a case as to why the game should be more complicated. Granularity isn't just a free thing you can add; even if it's balanced, which often isn't the case because more rules to write means more spots to fuck up, they take up some combination of page space and game time. The question I have to ask of them is 'what do you get out of being Class A 55% / Class B 45%? instead of a Class A 50% / Class B 50%?'
As for people don't describe their characters as 58% fighter or whatever, well no shit! You describe your character as what he is, not by his class. Classes are metagame constructs. You don't literally say "I'm a Bard/Cleric/Ur Priest/Sublime Chord/Mystic Theurge" or whatever other nonsense, you would describe the character as he sees himself.
This is equivocation. Of course people don't literally introduce themselves to the NPC king as a Fighter 8 / Rogue 2, but they
do say things like 'She has mixed the power of necromacy into her kung fu training' or 'my assassin picked up a couple of magical tricks from his wizard lover'. A weighted triple-class system is enough to catch almost all these archetypes; there's no story-based need for further definition than that and IMO from a gameplay perspective the mild increase in player choice isn't worth the extra number-crunching and the increased chance of fucking things up.
Seerow wrote:Except you could Paragon Path into Wizard, and end up with equal numbers of Wizard and Fighter powers. You're still weaker, but at least it's 50/50.
1) You don't get 'wizard powers' (generally, there are a couple of rare exceptions like Pack Summoner), you get a PP-specific power. If there was a wizard power you wanted then tough cookiepuss.
2) And that's after HOW many levels of play? 11th level is 1/3rd of the game and most games don't get to be that long. Hell, you need to be 10th level in 4E before you can even pick up a wizard daily. Before you could even advance in the direction of playing a fighter/wizard you needed to play for about a month. That's bullshit.
The problem is, it was still weak. And it severely limited customization.
Repeat after me:
4th Edition D&D Multiclasssing Being Shit Does Not Mean That 3E Multiclassing Was Not.
Seerow wrote:Also, as to there being imbalances, there are other tuning knobs that can be used. For example, if one class has stronger combat powers, the other class might have more encounter based stamina. If one class has stronger out of combat utility, that could be tied into their resource system.
1.) The tuning knobs idea you have is retarded without even reading further. Let's try this one more time:
If you have a fiften-minute workday class that is generically equal at the starting point of the day relative to other classes but degrades over time then you actually have a gimp class. Because then the party could boot the class to the curb and enjoy not having their effectiveness degenerate as the day goes on.
If you have a fifteen-minute workday class that is better initially than other classes at the cost of losing effectiveness over time then that reinforces the 15-minute workday problem. From an optimization perspective, parties don't give a shit about the power level between characters, they care about the aggregate power level of the PARTY. Only someone extremely envious would force someone to operate at gimp effectiveness solely so they can have their time in the spotlight.
2.) Did you seriously just say that a class should be able to trade out-of-combat utility for in-combat utility? Not only was this something that was
bitterly complained about in other contexts but our non-solution just makes the 15-minute workday problem WORSE.
Seerow wrote:You're right, let's drop all mechanics down to a counting mechanism, because that is easier.
If you can do that, great! You have a game that can be played much faster and also while someone is drunk or eating pizza. Why is that a problem, not enough nerd snobbery? Angry that plebes can play your game? Get bent.
So why doesn't D&D use accounting? The problem is that counting is not always faster than addition or subtraction. Counting 6 bones that came up 5 or 6 is faster than calculating 1d20+11, but rolling and counting 16 dice is slower than 1d20+43--which is why counting dicepools works great in Shadowrun but sucks ass in Exalted. So while counting base a 'minimal' level of time and mental energy lower than the minimum for addition and subtraction, it rises faster.
The same applies for multiplication and division. Multiplication by 2/5/10 is pretty easy. Repeated addition/subtraction operations eventually end up harder and slower than one division operation, even if it's by a crazy number like 6--but what the hell system are you using whether that's true?
Seerow wrote:As for other systems doing the same thing without division, I've seen systems that act similarly, but not exactly the same. I can think of few systems where a character with 12 armor is actually twice as tough as one with 6 armor (for example in Shadowrun, that's only the difference of 2 less damage per attack, not half the damage per attack my system would give).
That's a problem with the game construction phase, not the actual, you know, playing face. There are systems where the increase in AC (Both internally and when ran through other systems) is linear, less than linear, and greater than linear when it comes to affecting damage and the question of how to get this to behave is a complicated one that deserves its own thread.
But you know what? I as a game designer would rather do differential equations (if I know how to do them) in my office than do one-digit division by 3/4/6-9 when I'm actually at the table and I'm waiting for Drunken McHipster to figure out one of 30 damage rolls. I think 5 is a suspect number, too, because most people do it by two division operations. But whatever. Additional math operations at a table better goddamn well be justified by something better than 'aw, you can do it, just don't be an idiot!'.
Seerow wrote:The reason I was thinking that 3d6 might be a good alternative is because every +1 bonus would mean significantly more.
That's true...
when you're in the middle of the bell curve. When you're away from the middle penalties and bonuses mean exponentially less/more depending on what direction of the RNG you're going. There are advantages to this system like letting orcs go from 'speedbump' to 'modest threat' just by putting them on rocks and mitigating the effects of bonus accumulation so that a boss monster doesn't go from 'hard to hit' to 'completely unhittable' just because he ducked behind some cover. But if you want
every +1/-1 to mean more in a game with an exponential power curve you want a linear RNG.
I like both systems in theory about equally. I prefer to go with a linear RNG because we have a lot more experience with those.
But still, there's the question: if both systems are about equally good, why did you pick one that had a major departure from what D&D is then accuse me of not staying true to D&D's roots?
Seerow wrote:As an aside, in the other topic, in a post just under the one you've been dissecting, I made another point for changing magic items, what are your thoughts on that? Because that was one of your suggestions that really stood out as wrong to me: Magic items running out of juice and picking up new ones as random loot. The hero with a single magic sword that he carries his whole career is a trope as old as civilization, and while other D&D systems never modeled it too well, yours just does it worst, and as mentioned before really makes me think more WoW or Diablo than anything else.
I'm not going to go on much about the 'magic sword the hero has forever' trope (because that's just a subset of the first problem I outline), but if it's really that important to the story then make it an artifact.
But anyway, the system I outlined is a reaction to the combination of several desires that people have, combined with fighting some misconceptions.
1) The biggest problem is that people (both game designers and players) overvalue the value of 'permanent' and 'always available' in a game that revolves around exponential growth of vertical and horizontal power AND manipulation of the tactical situation to the player's advantage. Which is understandable because human beings are risk-averse. Regardless, this isn't necessarily the case. If you are gaining magical items at a greater-than-replacement rate then there's really no such thing as having a 'permanent' item. We all know that you're going to upgrade your magic sword eventually and once that happens it doesn't matter how many charges you have left on that old sword, it generally may as well not even exist. This effect was most pronounced in 3rd Edition D&D; most people, even optimizers, would consider spending 2000 gold pieces for +2 Bracers of Armor a steal. ... even though the game tells us that there is a finite range of encounters from when +2 Bracers of Armor becomes available to when they become worthless. Even though that with a minimal amount of encounter manipulation you could just sink that 2000 gold pieces into 40 potions of mage armor and get a better armor bonus. There is always a risk of ninjas in the night or whatever the fuck, but the increased risk is not consummate with the increased gain.
2) Even if you precisely calculate the actual value of an always-on item versus a temporary item, people hesitate to use a temporary item. TvTropes, back when it was awesome, had a trope named 'Too Awesome To Use' where players hoard things but then refuse to use them... then they don't get used. This demotivates players and makes the power curve harder to calculate.
3) People want magical items to be special. Not just 'rare' but also to feel like they make a real and tangible difference. And while people will appreciate the fact that their sword speaks in rhyming verse lets them teleport without error 1/day, they get more excited with cynical manipulations to stuff they're already good at. I mean, what's the most persistent complaint that people have with magical items in 3rd and 4th Edition? That they're not cool, they just feel like advancement landmarks then something that is a gamechanger for the power. This means boosting the power level.
4) Getting exactly the magical items you expect when you want to spoils the surprise of finding them. 'Oh, wow, that +3 Frost Wounding Longsword that I wanted, just in time to replace the +2 Frost Wounding Longsword I had. Just 6 more levels until a +4 Frost Wounding Longsword Bliss.' If you don't put some kind of limit on player selection you're going to have people putting up wishlists for crap they want 15 levels in advance.
5) While some people are excited by the idea of their characters being blinged up to the gills with 12 different kinds of doodads, the impression I get from here and in fiction is that people would rather have one or two 'big' things (big as in an affect on a character sheet, not a smorgasbord of combo platter powers that's compressed into one object like the Sword of Omens or Keyblade) than a bunch of little things that added up in overall to a big thing. Both because it's easier to remember and pimp out a big effect but also because it's less space on a character sheet.
6) Finally, Keeping Up With The Joneses is a real thing and what's worse is that after the initial period of excitement the big screen TV that the Joneses have just doesn't matter much. Envy endures a lot longer than gratitude; while initially Dave's enjoyment of his Hackmaster +12 makes up for the envy it inspires in other players, eventually he just starts taking it for granted while the other players get tired of him stealing the spotlight. And if you want magical items to be rare and have a significant effect then if someone unexpectedly beats the odds and rolls a Holy Avenger at level 2 then they can't
hang onto it forever, otherwise people won't get the spotlight when it comes to THEIR turn to get a shiny new item.
So if you want to have a system that A) Surprises people B) rotates the spotlight C) makes them feel like their magical doodad has a real and tangible effect. D) won't just hoard and forget
Seerow wrote:For the most part, the things I put forth were design goals, and trying to keep those spells in the game in a manageable for would be pretty high on the list of things I would want to make sure get done.
I don't think that the general sentiment behind them is bad, I just have a hard time believing that you or anyone could achieve them in an applicable fashion while still having something that feels like D&D.
Firstly because the definition borders on circular. Even when specifics are provided it always end up being an empty appeal to tradition rather than something that can stand on its own merits. 'I want to feel like I'm playing a sweaty, scarred warrior in bloodied armor who stands up against creatures much tougher and larger than anything seen in real life and come up on top by a piece of steel in my hands and long hours of pain and exercise and THAT'S what D&D should have to feel like D&D' is defensible. 'D&D should have a Fighter class because they've always had fighters is not'.
Secondly because I don't think that it's actually possible. There are some things you can tweak in the 3E/4E game engine that still feels like business as usual. But seriously, here is a list of things people had complaints about in 3rd Edition D&D:
Magic Item Christmas Tree Effect
Custom magical item creation totally broken
Wealth-by-Level totally broken
Spellcasters too much of a 'do anything' class
You fuck yourself over by picking up non-combat options
Extra token options and abilities totally broken
Changing into an ugly greenscreen monster totally broken
Unbalanced Multiclass System: Punished people for getting in too late,
Players not within sight of each other in combat
People having a limited range of non-combat schticks
Certain classes or roles being mandatory for the party to function, like skill monkey or healbitch.
Increasing amounts of rocket-launcher tag at high levels
Damage expressions became so inflated (1d8+20) that it was pointless to roll dice.
People diverge too much in skill ability as the game goes on.
Crafting a spellcaster at high level is way too hard
Creating your own monster is way too hard and is nothing like balanced
Monster PCs are not available in a balanced fashion
Too much micromanaging of player position--WTF is an AoO?
Empty levels, even if balanced in aggregate, is totally boring
Stats are unbalanced among each other (CON owns your face, CHA makes you cry) and fuck over multiclassing
Etc. Etc..
I mean once you line up all of the complaints, what concrete mechanics do you actually have left that you can leave as-is or would be fine with just a little bit of tweaking?