Here is the short version:Mask_De_H wrote:
Just tell us what you're trying to do. Give us concrete examples. If nothing else, to get Frank to stop rage posting so you two can have makeup sex or whatever it is you two do after futilely butting heads over nebulous mechanics.
The design goal is: make sure people don't lose at chargen by making racial abilities equally useful to all classes. This means altering a bunch of core assumptions about how several simple abilities and conditions need to work so that they aren't completely unbalanced when used. The two we've discussed are ranged attacks and low-light vision vs. darkness, both variations of the Flying Archer problem.
Every time I give a concrete example, I get handed a counter example based on existing mechanics and not mechanics that could be easily written. For example, Frank says that Pyromancers should be removing darkness and Shadowcasters should be creating more darkness, so creating a balanced form of low-light vision is impossible.
My response is that you can balance low-light vision by writing rules for those popular archetypes so they don't do the offending behavior in his example. We do that because our goal is to clean up a Flying Archer problem and because we want these two archetypes to be balanced with others.
Now, Frank doesn't really want to use the Pyromancer archetype because its not known for creating light, but creating fire. He also doesn't want to use the Shadowcaster because they are mostly illusionists and not darkness creators and creating rules that avoid the Flying Archer problem while keeping within their flavor is really easy.
He's stuck with them because there is no rational argument for why you can't write rules to make low-light vision not contribute to the Flying Archer problem, so he's going for a flavor argument instead and those are the two most popular archetypes that might be examples where low-light vision can't be balanced.
This is why I said that he wants a Lightbringer and not a Pyromancer. He needs a better flavor argument because its not difficult to write up a Pyromancer that doesn't create a meaningful amount of light or a Shadowcaster that makes illusions not affected by low-light vision and still keep both within the flavor of the popular archetypes that you'd want in any kitchensink fantasy.
This whole thing boils down to the fact that Frank doesn't think you can meaningfully make progress on writing the Flying Archer problem out of a game, and I disagree because I can offer mechanics that work to every example he offers.
It's very tiring.