Multiclassing and resource management systems.

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Re: expletives vs expletives

Post by PhoneLobster »

Josh_Kablack wrote: So my contention is that for the sort of people who are not arguing here, games are best if they are limited to
  • Health
  • At-Will Abilities
  • One Additional Scheme
You are entirely right. Your resourcing systems should be limited by the basic demands of game play.

Frank has been seen recently around here saying the old line that things aren't complete until there is nothing left to take away rather than nothing left to add, he is running around complaining about conceptual space for races and limited choice lists for actions. But when it comes to basic resourcing systems everything is out the window. Apparently.

There are certain things we need to describe that require resourcing systems and those things are a sufficiently long list without taking some of them and saying we need 3 to 18 alternatives in that role.

My list of things that need resource management for a D&D style game would be...
  • Health/Survival, how much damage you can take
  • Items, how many, how often
  • Special action resources, how often you can do what
  • (edit)Encounter Time management, how much you can do and when in a turn, while other people do a turns worth of stuff at the same time.
  • Long Term actions, how far you can travel, how long it takes to build a house, other crap like that.
  • Wealth resources beyond the crap you strap to your body, mansions, minions, weapon vaults treasure piles.
That's a fairly long list. Some parts of it are more important and bigger than others. Some parts of it could go depending on the type of game you are designing. for. But the first three items alone are pretty damn vital, and pretty damn big. Taking item 3 and making a vast number of parallel but genuinely distinct options to fill that rather large and important space is just a bad idea.

What next? Take items 1 and 2 (and 4) off that list and make 18 parallel class distinct versions of those as well to match the 18 distinct action resource schemes? If its supposedly a good idea with action resources then why the hell not?
Last edited by PhoneLobster on Sat Dec 29, 2012 10:52 pm, edited 2 times in total.
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Post by Mask_De_H »

Your list of things are resources, not resource management systems (except for point three). They do require different amounts of design space and have different needs.

Your third point is the largest, if we assume that the combat minigame is robust and requires multiple approaches to keep it interesting. One probably will require several different class based versions, to differentiate the defenses and survivability of different classes. You know, like in most TTRPGs. Six will most definitely require different versions, since that bullet point covers many vastly different things. There have been arguments on how two should be handled, but there are four different agreed upon setups for handling that (made, rewarded, bought, randomized). Five changes with level and fiction.

You're defeating your own points, whatever the fuck they are, with your examples. Unless the point is "I can only achieve and maintain an erection when I disagree with Frank.". Which it probably is, given your track record.
Last edited by Mask_De_H on Sat Dec 29, 2012 11:59 pm, edited 1 time in total.
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Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
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Post by PhoneLobster »

Mask_De_H wrote:Your list of things are resources, not resource management systems
At which point you effectively demonstrated you don't know the difference, or rather the total fucking sameness between up and... up... and proved you are only capable of spouting utter fucking nonsense...
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Post by Lokathor »

"players have hit points, when they go to 0 you die." is not the same as "you recover all lost hit points after each fight" or "you spend a healing surge as a standard action to recover 25% of your lost hit points" or "you can spend a move action to recover 1d6 hit points as long as you don't have any active damage over time effects on you"

A resource isn't the same as how you use the resource in practice.
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Post by Mask_De_H »

PhoneLobster wrote:
Mask_De_H wrote:Your list of things are resources, not resource management systems
At which point you effectively demonstrated you don't know the difference, or rather the total fucking sameness between up and... up... and proved you are only capable of spouting utter fucking nonsense...
Are you saying this from experience or...

EDIT: For real, you can't just say someone's spouting nonsense when that is all you've been doing since your second or third post without coming off as disingenuous or insane. You had a legitimate grievance in multiple resource systems, but when your claims were tested you started your nonsense bitchfits like every time this happens and Frank is involved.

You can't be the kettle calling the pot black and expect to be taken seriously, especially if you don't have anything solid and tenable to present for yourself. Go suck a barrel of cocks or whatever it is you do when you're not yelling about whatever fucking myopic, wrongheaded shit you're stuck on.
Last edited by Mask_De_H on Sun Dec 30, 2012 5:13 am, edited 2 times in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by PhoneLobster »

Mask_De_H wrote:You can't be the kettle calling the pot black and expect to be taken seriously
You actually posted a comment criticizing mentioning resources that are managed with mechanics in a thread about resource management mechanics ... because you couldn't recognize that its the same thing. You are a raving idiot. That is worth pointing out in its own right.

You not only wouldn't be able to recognize that pots and kettles are both black, you wouldn't even recognize that pots are pots and kettles are kettles.
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Post by Username17 »

PhoneLobster wrote:You write up 3 or more character action resource mechanics into the same game and SOMETHING is going to start not making sense... as has tended to happen every time someone has done that ever.
PhoneLobster wrote:My list of things that need resource management for a D&D style game would be...


Health/Survival, how much damage you can take
Items, how many, how often
Special action resources, how often you can do what
(edit)Encounter Time management, how much you can do and when in a turn, while other people do a turns worth of stuff at the same time.
Long Term actions, how far you can travel, how long it takes to build a house, other crap like that.
Wealth resources beyond the crap you strap to your body, mansions, minions, weapon vaults treasure piles.
You sir, are embarrassing to have as an opponent.

Your argument against WoF was that it was "unpopular", but when your nose gets rubbed in the fact that despite its amazing flaws the Crusader is still more popular than almost any game ever written you... change the subject. You insisted that having more than one flavor of resources was unworkable and had always failed, but your own wish list is for more than half a dozen. You were so offended by the time it takes to select spells known off of the full catalog that you insist on generating mini-lists for people to choose off of during play, but as soon as someone suggests generating a mini-list to cut down on time spent catalog shopping for spells readied (you know, the thing that you actually can't just have players do on their own fucking time over the week between sessions), you flip your shit about how choice is being abrogated and slowing down the game to read up on all your options is a god given right or something.

You can't even make a coherent argument about what is good and what is bad. If things are bad because they are less popular than 3.5 D&D, why are actual things that 3.5 D&D actually did that were actually popular too unpopular to be considered good? If having more than a single resource to consider is a game sinker, why are you personally demanding both a variable action time and a power slot and a charge limit and a financial equipment cost? Basically PhoneLobster, you don't make any sense. Other than hating me and the ideas I have, what are you even attempting to contribute to this discussion?

Seriously, we're having a conversation about whether and how to allow multiclassing between Crusaders, Psions, Wizards, Warlocks, and Barbarians. If you can't say something intelligent and relevant about that, don't say anything at all. When you insisted that I accept your completely insane frame of discussion or leave the fucking thread, I left the fucking thread. I present you the same offer: acknowledge that we are in fact talking about having different classes that each have different resource systems and that we are discussing actually trying to multiclass them, or leave the thread. If you don't have anything useful to say about multiclassing Crusaders and Psions, at least have the balls to play by your own rules and leave this fucking thread alone.

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Post by PhoneLobster »

FrankTrollman wrote: but your own wish list is for more than half a dozen.
The vast majority of which exist, and for very good reasons, BEFORE you start rewriting the resource that limits special actions 18 times over because you suddenly felt like it.

The whole point was there are ALREADY a bunch to deal with, and more than enough, before you pull that crazy shit.

You understand that.

You are arguing disingenuously.

Some other fucker should come in here and call you out for that post.

I'm fucking sick of your shit.
Last edited by PhoneLobster on Sun Dec 30, 2012 10:12 am, edited 1 time in total.
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Post by Username17 »

fectin wrote:Actually, if your classes were strongly partitioned like that, you could probably do really easy multiclassing, with separate xp tracks for each class. Then it's suddenly not a problem that barbarians are also often priests (especially if you call priests Totemists or something), it's just what they do.
This comment got lost in all the thread crapping by PhoneLobster. I'm pretty sure you're wrong here though. Essentially what you're arguing for with the separate XP tracks is AD&D style Dual Classing. I cannot recall that ever having produced a fair result in any game ever.

Fundamentally, we're looking at several issues:
  • GTFO abilities click over at specific levels. At level X, you must be able to deal with problem Y, because it's going to fucking be there waiting for you. If you can be hanging with a party of level X, and not actually be level X because you spent some non-zero amount of XP on some other thing, then there's no guaranty of you being able to deal with the GTFO abilities your party is going to be confronted with.
  • Some abilities scale in relevance while others don't. A firebolt that is appropriate for a Level 4 character probably isn't meaningful for a Level 8 character. It's not just weaker than expected 8th level attack options, it's not even worth the action it takes to throw. On the other hand, a 4th level buff effect that provides a bonus to your attacks or defenses is still pretty much equally relevant until the moment it doesn't stack any more. So buying cheap lower level abilities could easily end up being way overpowered (see: DMM cleric) or totally fucking useless (see: multiclassing War Mage and Sorcerer in 3e).
I just don't see how "just buy into new classes by spending XP" is ever going to work. It's pretty much always been a clusterfuck, and I think it pretty much always will be.

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Post by Red_Rob »

FrankTrollman wrote:[*] GTFO abilities click over at specific levels. At level X, you must be able to deal with problem Y, because it's going to fucking be there waiting for you. If you can be hanging with a party of level X, and not actually be level X because you spent some non-zero amount of XP on some other thing, then there's no guaranty of you being able to deal with the GTFO abilities your party is going to be confronted with.
This is something I've been wondering - how do you ensure equal access to GTFO abilities and counters throughout the differing resource schemes?

Historically, one of the things that has boned warriors in 3e is the fact that because all their powers are at-will they must by necessity have a smaller pool of powers per character than long list/limited prep classes like casters. This means that they don't get access to as many GTFO abilities and counters, which leaves them at the mercy of certain opponents. I mean, I'm sure things can be balanced better than "do everything" casters and "do nothing" warriors, but how do you overcome the inherent fact that some resource schemes are much more amenable to having a rarely used GTFO counter included than others?
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Post by Username17 »

Red_Rob wrote:This is something I've been wondering - how do you ensure equal access to GTFO abilities and counters throughout the differing resource schemes?

Historically, one of the things that has boned warriors in 3e is the fact that because all their powers are at-will they must by necessity have a smaller pool of powers per character than long list/limited prep classes like casters. This means that they don't get access to as many GTFO abilities and counters, which leaves them at the mercy of certain opponents. I mean, I'm sure things can be balanced better than "do everything" casters and "do nothing" warriors, but how do you overcome the inherent fact that some resource schemes are much more amenable to having a rarely used GTFO counter included than others?
This is a legitimate concern. Strictly speaking, a character whose powers are in some way sculptable will always outperform a character whose powers are not when it comes to countering rare GTFO abilities. If the Druid can counter reverse gravity one turn in three, that's still infinity more times than the Hero can. And if the Illusionist needs to prepare a specific spell to deal with gravity reversal that's still something he can do that the characters without a spell book cannot.

The heaviest handed way to deal with this issue is to simply have a very small number of GTFO abilities and make the characters with the right spellbook prepared have a more modest advantage. That is I think fairly shitty, because there are a lot of things you're going to want in the game that are going to want rare counters.

Another option is to have the counters be counters that save the entire party from the peril. So if the Druid calls upon the Thunder Spirit and ends the Reverse Gravity, he ends it for the whole team. When the Paladin preps up Remove Blindness he can spend a few rounds restoring eyesight to the whole party. And so on. In such an instance, being the character with a larger potential action space (even if there is a smaller per-turn or per-battle action space to compensate) would mean that you'd get to be the star of the show in a particular encounter, but that the rest of the party would still do stuff in the interim.

For the purposes of a Same Game Test, your particular character doesn't have to win every encounter. It's actually better if they don't. If your expected win ratio is too high, you can't tell if your character is behaving on target from them being wildly overpowered by looking at test results. But the whole party does in fact have to pretty much win every time. It's OK to have characters find that they have an Achilles heal in a particular battle, it's a lot less OK for the whole party to be caught with their pants down.

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Post by OgreBattle »

The examples you give are magical counters to magic, so what would be a way for Hero to overcome a GTFO that the magic user cant?

Off the top of my head, Conan is all about acting immediatly against terrifying enemies that leave others flatfooted, or stabbing the wizard before he can finish his spell

Naruto n Luffy can inspire others when the situation is grim

But those sorts of things cqn have magical equivalents, or the Paladin can do it, and heck Naruto knows ninja magic and has two supermodes on top of being inspirational.

Is 'deals a ton of damage' enough for Hero to stand out next to Druid and Paladin?
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Post by Username17 »

OgreBattle wrote:Is 'deals a ton of damage' enough for Hero to stand out next to Druid and Paladin?
Maybe? If the damage difference was enough that the Hero was essentially murderating enemies who failed their initiative checks while the other characters were not, then the Hero's "fucking kill things" ability would generally speaking be a GTFO ability that worked on half the enemies or thereabouts. Right up until the enemies got abilities that made the Hero GTFO before he even got to use his murder strike.

Truth be told, I don't that kind of "hardcore" arms race is particularly good for the game. While you could try to balance the Hero in terms of having less immunities and counters and straight up killing fools, I don't think you should.
OgreBattle wrote:The examples you give are magical counters to magic, so what would be a way for Hero to overcome a GTFO that the magic user cant?
This is a fundamentally problematic way to try to think about things. If you have 5 PCs and 17 (or more) PC classes, then there sure as fuck shouldn't be any GTFO abilities that only a single class can deal with. Even if everyone was taking two classes, you're still looking at more than a third of the classes being unavailable in any particular team. You're probably going to want full coverage with a random selection of five classes, meaning that each class is going to want to cover more than half of the possible GTFO abilities with counters. If the players have a not inconsiderable chance to be coming in with more than one player playing the same class, you probably want a coverage rate of like 80%.

So the Hero not only can be made where he doesn't have any counters that aren't at least potentially replicable by other classes, he almost certainly should be. Indeed, anything the Hero has a counter for is something that should be also counterable using the lists of 12 or 13 other classes.

So honestly, if the Hero can use his iron willpower to avoid getting flummoxed by Succubi and use his inspiring presence to get everyone to stand their ground in the face of a wave of fear against the Spectral King, that's doing pretty good. He needs a way to handle the basics like hurting flying or incorporeal enemies, but if he has to rely on the team Paladin to clean up from getting blinded in a fight with Anakites, that's OK.

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Post by Mask_De_H »

So, intra-class railroads: in a system like this, can we be content with making class options immutable and rely on subclassing and feat-like character options to carry the day? Or do we still need to provide intra-class options?
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
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Post by BearsAreBrown »

289 is a lot of fucking class combos. That and some feats can really do a lot.
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Post by Orion »

What if instead of writing subclasses you just had a huge list of at-will usable "minor abilities" in a variety of themes. So everything good you get comes from your class, and is on your class's resource system. But your basic ranged attack can be "a crossbow" or "a firebolt" and your basic melee attack can be "a sword" or "a shocking grasp." And you can go either route regardless of what your actual class is.

So your "fighting wizard" archetype could be an Illusionist who blows all his minor abilities on physical weapons and skills, so he can stab people with a sword when he runs out of prepared spells. Meanwhile your "barbarian shaman" character is a Barbarian with a bunch of minor magic, so he starts off hanging back throwing fireballs until he gets enough rage to hulk out and smash people. You can balance each individual class's resource system based on taking the effectiveness of minor abilities as a baseline, and then deciding how much better this class gets to be under what circumstances.
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Post by Username17 »

Mask_De_H wrote:So, intra-class railroads: in a system like this, can we be content with making class options immutable and rely on subclassing and feat-like character options to carry the day? Or do we still need to provide intra-class options?
In principle, an "everything at will" class could also be a "you get everything from this class" class. But if you're going to have spell book classes, they need to have spells that are not (at least presently) in their spell book. And that means that at the very least some classes get intra-class options. At that point, you probably want all of them to. You might portray the options as "You get X when you get to 4th level. If you want, you can trade X for Y or Z by taking the special alternate level option." Or you could portray the issue as "Choose X, Y, or Z when you get to level 4". The two are really the same, but one of them gives a much more forceful suggestion to default to X if you don't have strong opinions on what your character should get for leveling up.
Orion wrote:What if instead of writing subclasses you just had a huge list of at-will usable "minor abilities" in a variety of themes. So everything good you get comes from your class, and is on your class's resource system. But your basic ranged attack can be "a crossbow" or "a firebolt" and your basic melee attack can be "a sword" or "a shocking grasp." And you can go either route regardless of what your actual class is.
Certainly a very real option is to simply not do multiclassing, because it is a headache and the results are unpredictable and generally bad. That would be a heavy choice, because multiclassing of some form or another is something that ten year old boys get instead of erections. But yes, if what you actually wanted was to play the extra archetypes that multiclassing allows, you could do that better by writing up a couple extra classes (really all people want from an archetype standpoint is an arcane warrior and an arcane sneaky guy, and that could just be the Psion and the Illusionist) or giving people build options or development points or whatever. However, I think that even though objectively the only thing multiclassing ever allowed was the Fighter/Magic User (which if our Psion was essentially a Jedi or the Enchanter ran around putting his runs on his shield and hammer would be covered), the Thief/Magic User (which sounds exactly like the Illusionist), the Fighter/Thief (which isn't thematically different from the Rogue in any case), the Fighter/Cleric (which is a Paladin and has always been a Paladin), the Cleric/Thief (which could jolly well be the Assassin if he gets some doctoring from his knowledge of poisons and maybe some dark magic), and the cleric/magic user (which is just a magic user with slightly different spells) - and thus objectively it's pretty much already covered without doing anything at all - people still want it. No matter how ridiculously good the Wizard spell list got, people still fapped to getting spells off some other list too. People want to have two lists, and having two lists is more important to them than actually being good at stuff (see: people playing True Necromancers even though they are objectively terrible).

So I could see some sort of winking going on where we acknowledge that there is no conceptual difference between a Fighter/Mage and an Enchanter, but that people want to write Fighter/Mage on their character sheet anyway and then we do what AD&D did which was to announce that there was a small subset of classes that were "base" or something and those were the only ones that were multiclassable. So essentially you'd draw up a tiny list of "allowed multiclasses" which would just be hybrids between say Hero, Rogue, and Wizard - where all your powers can be used at-will anyway (though some of them can be rememorized into different powers and some have requirements on when they can be used), and you announce that these hybrids are the allowed multiclasses and that's that.

Anyway, you're still going to need a skill system and a system of character development regardless. And for that, I am thinking about giving people Narrative Imperative that they can spend on upgrades. I genuinely think that Heroes should be able to spend development points to make major NPCs fall in love with them. And people having character backgrounds of "you can spend narrative imperative to spontaneously develop minor abilities related to your background at any time" is a good compromise between backgrounds that are useless and backgrounds that take up too much space on your character sheet.

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Post by Mask_De_H »

For the base class as subclass setup, you could expand that backwards into a "level 0/Civilian Tier" game as a later expansion, couldn't you?

And what kind of minor abilities are we talking about here? Minor bennies to abilities, expansion powers, passives, what?

On skills, I'm personally currently enamored with the way the Apocalypse engine games do it; as universal abilities with the target number baked into the ability and a success-success with a catch-complication system.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
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Post by tussock »

/me resurrecting a point long since passed.
Mask_De_H wrote:E: @Tussock-At that point, why the fuck do you even have the resource allocation systems? You're making a character that's shitty at a bunch of things, steps on the toes of other classes, and has abilities that are non-functional with the basic chassis of the class (rage).
As others said, and I'll add for truth, classes are a set of abilities running on the same basic system (or two) that should work well together and should help designer to keep shit useful, and players to build something useful without knowing the whole damn book.

Designers just have to make sure that class powers are good for the class that they're in and generally less good for other classes as they go. As they would when considering intra-party synergies anyway.
There are other ways to solve this problem, instead of shoving a square peg through your thick skull. For fuck's sake man, I asked this exact same question you are belaboring and got a reasonable, concise answer earlier in the thread.

For what you want to do, go free ability selection on one resource allocation style. Apply class after the fact. This isn't a goddamn difficult concept to grasp.
It's a terrible and bad idea and whoever suggested it is a bad person for doing so. If I'm using a build-up-rage pool, I can't choose to spontaneously take ten minutes to craft a new Golem before it wears out, that's nonsense. Golems have to bind up your necro pool. If I've got a necro pool, I can't choose to take permanent rage features for myself with it. Rage features would need completely re-written to be permanent, or even more readily available at the start of a fight, it's a different balance point.

The abilities have to be written for the pool they use, or they're not even going to make any sense, let alone be possible to balance. But characters can totally have two pools.




/why resource balance is tricky, and powers need tied to specific schemes.

The threat your typical enemies pose wears down over a combat as you defeat each one. First there's five monsters attacking, then four, etc. Ideally you focus fire and the sum of the threat goes 5+4+3+2+1 = 15. Normally you can't focus perfectly, so it's more like 5+5+4+3+1 = 18. If you can't focus at all, it's 25, and you're idiots.

Basic math there says powers which turn up on round one are worth vastly more in terms of threat reduction than powers which arrive on later rounds. If you kill two monsters before the fight starts, the threat drops to 3+2+1 = 6. If you only suddenly kill the last two monsters it's 5+4+3 = 12.

Cute trick: a power that automatically kills everything after round ~2, drops the sum monster threat to 5, after they all get a hit in on average. That's not substantially more powerful than a power that takes out 2 of 5 monsters before they can act.

Going first, like Hold Person in the surprise round, is awesome. Nova casters are powerful in large part because of when the nova happens. Early kills are very, very good, even if it's just at a little better rate than the at-will guys.

Then you get into melee being inherently self-delaying, ranged strikes are easier to concentrate, movement negating certain threat types (and threat negation/delay options in general), area spells need to do much more damage in total, spells that potentially hurt the party can be very damaging indeed and still be overall balanced because of the added threat. And so on, and so on.

Then you get how all that changes with fight difficulty, where end-game triple-size fights benefit from daily explosions that would end a regular one, just to tone them down into a quadruple-threat fight before everyone dies, where someone like the Barbarian can shine bright if the party can keep them on their feet (while the necromancer pets get quickly chewed up despite being "all day" effects). Half-size fights are over before the Barbarian even gets any steam up. How area powers scale with numbers, but action denial scales with individual power.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
Mask_De_H
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Post by Mask_De_H »

man what

Did someone designate me as sounding board for whatever crazy bullshit they want to spew? Was I not informed of this?

What you say you want and what you are doing/providing examples for are completely different things. You were the one to suggest that people should mix and match allocation systems in the first place you daft man. You're the one trying to put everything with everything while saying you should only use one or two resource allocation systems to keep shit tight, then when I say you should go with one or two resource allocation systems and stick with them you say it's stupid and bad. Well which one is it, motherfucker?
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
...You Lost Me
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Post by ...You Lost Me »

Mask_De_H wrote:Did someone designate me as sounding board for whatever crazy bullshit they want to spew? Was I not informed of this?
Aaaaaaaaaand siggd
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
Username17
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Post by Username17 »

Mask_De_H wrote:For the base class as subclass setup, you could expand that backwards into a "level 0/Civilian Tier" game as a later expansion, couldn't you?
Whether there is space for characters to play at Civilian Tier or not has pretty much nothing to do with what sort of system you are playing, and everything to do with how competent characters are at first level. People can play lower powered characters in Champions (which is a point system), or Vampire (which is on a priority system), and you could easily enough put in a zeroth level for 4th edition D&D (which is about as rigid a class system as can be imagined) if for some reason you wanted to. On the flip side, the various attempts to create sensible 0-levels in AD&D met with total failure. Because in AD&D you start at 1st level with a d4 hit points and the virtual certainty that you will die in melee against an enraged house cat, and there just isn't much mechanical room under that.

So the first stage is to make sure that your 1st level challenges are something you could plausibly encounter less of in order to challenge a 0-level party. AD&D was really over the line on that. 3rd edition D&D really trop on it pretty severely (you can encounter less than 1 Gnoll, but not a lot less than 1 Gnoll). 4th edition was solidly on the right side of it, but was shitty in other ways so no one ever bothered. For 10KF, I'm looking at 1st level encounters that include things like "20 giant rats" and "20 zombies", which seems like the kind of thing you could plausibly encounter less of to mock up some zero level encounters.

But you're also going to want some space for character advancement in the Civilian Tier. I don't think we have to treat the Unearthed Arcana "why don't we hand out stat bonuses?" thing seriously, but you have to be able to gain something. And for that I think it is best if your civilian level bullshit (languages, weapon proficiencies, barrel making, etc) was discoupled from level altogether. That is, you could learn languages or whatever the fuck during your adventures, whether you were rising in level or not. That has several advantages and a few disadvantages, but basically it means that the minimalist list of skills and professions on a quickly written up 1st level character wouldn't necessarily have to be the limit for what 0-level characters could aspire to. And that, in turn, would mean that you wouldn't have to hit civilian tier characters with the denied stamp every time they contemplated learning how to fix wagon wheels or whatever.
And what kind of minor abilities are we talking about here? Minor bennies to abilities, expansion powers, passives, what?
How about we make it a feat? If something is open ended, gained in the middle of play, and at least potentially gained several times a level, then the sort of bullshit abilities people keep trying to make into feats would actually be fine. Possibly something along the line of Gumshoe, in which characters pull clues and abilities out of their ass in order to advance the plot and spend points gained each session to do so?
On skills, I'm personally currently enamored with the way the Apocalypse engine games do it; as universal abilities with the target number baked into the ability and a success-success with a catch-complication system.
As far as skills go, the 2nd edition AD&D skills system had a lot of flaws, but it actually did work at all, which is a plus. In before Hogarth shits on the thread claiming that diplomacy didn't actually adjust character starting attitudes. I just recently read through and reviewed Dragon Kings, and it most certainly fucking did.

-Username17
echoVanguard
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Post by echoVanguard »

FrankTrollman wrote:As far as skills go, the 2nd edition AD&D skills system had a lot of flaws, but it actually did work at all, which is a plus.
Any chance you might enumerate some (or all) of these flaws, Frank?

echo
sabs
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Post by sabs »

It's entirely stat based? It's a roll under system, when most of the rest of d20 is roll over. It's all or nothing? You either know how to cook to the limit of your wisdom, or you don't. But everyone got proficiencies.. and the fighter did not get dicked into 1 skill point per level.
It also hd some pretty serious rng issues. Although I'm not sure that was worse then 3.5 or Pathfinder.
Mask_De_H
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Post by Mask_De_H »

Opposed rolls are weird, too and there are a lot of useless or incredibly niche NWPs.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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