Unnamed bonuses break the game(and most named ones too).

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

Guest (Unregistered) at [unixtime wrote:1091835161[/unixtime]]
A. Level 1 casters of Bless spells can cancel the effects of pimp buffs like Tenser's Transformation or Polymorph.

Well obviously stuff with the [buff] tag would only be for willing targets.


B. Some spells buff your equipment(like Greater Magic weapon), so you stack there.

GMW really shouldn't exist at all. It's a broken concept. It's free equipment just for being a cleric, and that doesn't work at all under the current gold system.


C. Some spells will last a long time and give enemies stackable penalties(like Symbols), which is the same as giving all your guys stackable buffs.

Eh, symbols are a rare thing and putting them on your clothes and shit is basically munchkin rules abuse. Just limit them to static objects and you'll be fine. Sure if you want to set a bunch of em up then go ahead, but you can't take them with you.


D. Some spells effect everyone in an area (like Bless). Are your clerics going to not cast Bless because it interferes with the mage's Shield spell?

Well, not all spells need have the buff tag, mage armor and some of the lesser stuff like shield that doesn't stack with normal armor or shields doesn't need that tag. But stuff like divine favor, divine power, and righteous might should have them, and that alone is going to stop the majority of the cleric problem. Just applying the [buff] tag to those three spells and 95% of the problem is gone.


Getting rid of persistant spells only means that the mage in the party casts a Mass Invisibility or Fog Cloud when ambushed and the party waits three or four turns and eats popcorn so that the cleric cast all his prep spells and then can outfight the fighter. For offenses where the cleric knows that he's going to attack, he'll have the time to cast his spells in order to rock the encounter.


Eh... that has tons of complications, because gaining 4 rounds just isn't that easy if teleportation takes a while. Yeah, cast a fog cloud and they'll still be tracking you by sound (which you know, you'll be making unless you want all silent spells), not to mention clerics tend to have crappy hide and move silent skills, some things have blindsight and so on. Also, that's 4 rounds they can just run the fuck away and make you sit there looking like jackass for burning all your spells.

As for stuff where the cleric is able to get the guy in an ambush, let him. If he takes someone by surprise he deserves some advantage and that's ok, but that rarely happens. More often than not the party is invading the NPCs lair, and they've got all the prep time and the party has to kinda guess when to precast their spells, and when the spells last only 1 round/level, you've got to be pretty accurate or have a ton of them.


If the different bonuses were priced the same and were allowed to stack, there would have to be a balancing effect like level. Maybe at level 1 you can have up to a +5 to AC from stacking bonuses, and it goes up by 1 per level.

Well you could do that placing an arbitrary cap, but why? I mean that's just going to ensure that every character spends the max he can on bonuses, and really doesn't give them much choice. A diminishing returns system is the best because it grants choice without excessive restriction. If you want to have a really good magic sword, you can, you'll just pay out the ass, but because each bonus is progressively harder to obtain it won't be that unbalanced.


Otherwise, there is no reason to not overspecialize, since feats like Power Attack reward a really big attack bonus.


With diminishing returns there's a reason not to overspecialize, because it's cheaper to improve other areas as opposed to your main area. In other words, you are choosing between a sword +4, or a sword +2, a ring pro. +2, a cloak of resistance +3 and an amulet of health, or something similar. Basically you have the option to overspecialize, but it's not particularly efficient because you're burning a lot of money that could be possibly better spent elsewhere. That's what diminishing returns costs do.
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Re: Unnamed bonuses break the game(and most named ones too).

Post by Desdan_Mervolam »

Making the situations under which a specific bonus applies sounds good until you realize the logistical bookeeping nightmare you've just dropped everyone into. And not just the players, who have to keep track of things, but the DM, who has to take every bonus into account when planning encounters. That's not to mention the fact that it activly encourages casual cheating, since it would be easy to lose track of what bonuses are in play and what not. It'd be very difficult to note what bonuses another player was using to calculate things, and if they were caught, they can just say "Oops, my bad!" and brush it off as an accident even if it was very intentional.

The only way that the elimination of all stacking could even work in the first place is if all bonuses available at a given level were equal. At that point, why have characters?

What this all boils down to is that you really cannot stop min-maxing(Which is what you're REALLY talking about), at least not without taking away variety between characters. If you remove stacking, then people will just try to scratch and scramble to get a new bonus that's +1 better than what they have now.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by User3 »

Des wrote:Making the situations under which a specific bonus applies sounds good until you realize the logistical bookeeping nightmare you've just dropped everyone into.


We have that now with Dex mods, all of the sitational mods(like higher ground and flankiing), spells (which have the worse conditional: time), armor(touch attacks go past it), Power attack/Finesse mods, and list goes on.

We've seemed to handle it up to now.

RC wrote:Eh, symbols are a rare thing and putting them on your clothes and shit is basically munchkin rules abuse. Just limit them to static objects and you'll be fine. Sure if you want to set a bunch of em up then go ahead, but you can't take them with you.


Right. But there is still a long list of status effects that you can drop onto people or having coming off of you or your normal attacks that all stack so that you end up with a Scooby-do like situation where a BBEG gets hit by children while he's sickened, under a fear effect, entangled, blinded, flanked, hit from higher ground, poisoned, staggered, and (the list goes on).

RC wrote:Also, that's 4 rounds they can just run the fvck away and make you sit there looking like jackass for burning all your spells.


I just used the easy spells. Solid Fog has no save and should be renamed "the BBEG sits the fvck out of the fight for four rounds." Wall spells are also great for delaying guys, as are entangle spells, illusions, Maze spells, and any number of other spells. Hell, Sanctuary is a pretty good way not fighting guys trying to eat you before you've buffed.

-----------------------

Removing stacking does call for a redesign of the game, I will admit. New classes, feats, and spells would need to be written to make it work, as well as rules that made multiclassing as good as solo classing.

Character variability could exist, but within a range. Fighters need AC, hit points, attack mods, damage mods, and tactics, and the only way to make it work is to have a system where you could be good at two or three of the 10 things important to fighters, and OK in the rest. Overspecialization doesn't add anything to the game in terms of story, and elaborate systems where two equal level fighters can differ in power so much that they can't even adventure together really makes the game a drag.

I mean, I've seen long time veterans build the worst fighters simply because they don't own the 3000+ pages of material that I've read and they didn't choose the exact right feats and classes that synergized into a Devestator.

I mean, don't we all joke about a Barb 10?
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Re: Unnamed bonuses break the game(and most named ones too).

Post by Username17 »

Removing stacking does call for a redesign of the game, I will admit.


And not in a way that anyone likes. Noone wants to be told that playing a Fast Lucky guy is like playing a 3rd edition Cleric/Wizard. That's simultaneously cruel and retarded.

With diminishing returns there's a reason not to overspecialize, because it's cheaper to improve other areas as opposed to your main area.


And that's shit. There should not be a reason that being the Fast and Lucky guy should be significantly superior to being the Lucky guy. Remember, gold costs have completely fvcking failed on every level, so the fact that they are not in any way compatible by static bonus cost doesn't concern me in at all.

I mean seriously, do we even need buff spells? There are essentially combat effects like Bless, which we kind of like, but does the game benefit from Bull's Strength even existing? I don't think it does.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1091893283[/unixtime]]
And that's shit. There should not be a reason that being the Fast and Lucky guy should be significantly superior to being the Lucky guy. Remember, gold costs have completely fvcking failed on every level, so the fact that they are not in any way compatible by static bonus cost doesn't concern me in at all.

Well, if you dump gold, then the idea of "costs" for magical items is pretty much out the window anyway, and we are basically back to 1st edition where the DM gives you whatever magical items he wants. I actually think that system is better anyway, because it prevented characters from being too reliant on their items and prevented game designers from getting lazy and just saying "well we'll let the items do that."

That's what got the fighter in the pit of shit that he's in currently anyway.


I mean seriously, do we even need buff spells? There are essentially combat effects like Bless, which we kind of like, but does the game benefit from Bull's Strength even existing? I don't think it does.


Basically it's all about answering the question "how good of a fighter should a cleric be?" If you want them to be competetive then basically you want to have a few buff spells like divine power, if not then you don't have buffs at all.

As for long term shit like bull's strength and greater magic weapon that actually act to replace magic items, I'd personally just like to see those removed entirely. Spells that give clerics free magic items are just stupid.
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Re: Unnamed bonuses break the game(and most named ones too).

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RC wrote:because it prevented characters from being too reliant on their items and prevented game designers from getting lazy and just saying "well we'll let the items do that."


No it bloody well didn't. Back in the day, Damage Reduction was Infinity/+3 and such. A Fighter without a magical weapon was not "at a disadvantage" - he was useless. Item dependency was absolute, there just wasn't any set of guidelines for what kind of magic items you were supposed to have. Getting rid of advancement guidelines does not, by itself, in any way reduce item dependency.

Well, if you dump gold, then the idea of "costs" for magical items is pretty much out the window anyway, and we are basically back to 1st edition where the DM gives you whatever magical items he wants.


Not necessarily. For example, you could have all magic items give a small bonus when equipped into a slot (probably +1), and then allow people to attune themselves up enhancements to those bonuses not to exceed a certain level dependent total.

So a Magic Shield would always be a +1 AC bonus, and so would your Amulet of Natural Armor. And then you could have a set of personal bonuses that could be attuned on to the Amulet or the Shield (which would then be lost until you took the time to reattune if your swag was lost).

Just because the size of your Shield Bonus can't be linked to your wallet size doesn't mean that your Shield Bonus can't be player-directed and of a size proportionally appropriate to your level. Seriously, D&D is in the severe minority of games which tie the size of your wang to your exact net worth and not in a minority of games when it comes to regulating bonuses by character power - quite the opposite.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1091948154[/unixtime]]
No it bloody well didn't. Back in the day, Damage Reduction was Infinity/+3 and such. A Fighter without a magical weapon was not "at a disadvantage" - he was useless. Item dependency was absolute, there just wasn't any set of guidelines for what kind of magic items you were supposed to have. Getting rid of advancement guidelines does not, by itself, in any way reduce item dependency.

Sure it does, if you do it right. If magic items aren't part of the basic equation then you aren't sure how many any given character will have, which means your rules set should reflect that. In other words, you're now forced to make a fighter with normal gear equal to a wizard with normal gear, you're also forced to have a fighter be a decent match for something of equal CR, without simply relegating the task over to his equipment, and that actually helps your game balance IMO.



So a Magic Shield would always be a +1 AC bonus, and so would your Amulet of Natural Armor. And then you could have a set of personal bonuses that could be attuned on to the Amulet or the Shield (which would then be lost until you took the time to reattune if your swag was lost).

But really, what's the point of doing this? If you're going to have things be character level dependant, you might as well just make them bonuses instead of making them items. If they're just character level based bonuses, then they might as well just be character level based bonuses without the item part.

We really need to decide if we want magical items to be rewards, added customization, or simply bonuses.

In the case of rewards, we want the DM giving them out and we don't want ANY guidelines. If your party does well you get more items, if not then so on.

If we want the second case, where items are a sort of customization you do to your character, then we want a gold peice based system, because that allows the most swapping around of gear and the most options.

If we are simply calling them bonuses then we don't even need magic items at all, we can just hand out those bonuses from class or character level based abilities. If we expect every character to get a magic sword by level X, and we upgrade those bonuses automatically, then why require the magic sword? I mean these swords are going to basically be non-transferable, and if the PC takes one off the BBEG it's useless to the PC, or the same as his existing sword, so whats the point? I mean the only reason you're having it be an item is so somebody can steal it from the PC, and to increase the reliance on wizards in the game, because they're the guys who create that crap.
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Re: Unnamed bonuses break the game(and most named ones too).

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If we want the second case, where items are a sort of customization you do to your character, then we want a gold peice based system, because that allows the most swapping around of gear and the most options.


No we don't. We want a "soul point" system, or a "karma" system, or a set of "transferable bonuses" or something, anything which is in no way tied to material wealth.

Any power set-ups directly tied to material wealth are by definition broken, because an all Elf party can just call time and Farm for three hundred years causing a big increase in material wealth by having subtitles appear at the bottom of the screen "three hundred years later". The fact that people can come up with more ingenious or potent money-making scams is entirely irrelevent. If Power=Money then game balance by level is doomed.

Power must be tied to level, not to pocket book. Even, perhaps especially, if magic items are expected to be used as a form of character customization.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1091982763[/unixtime]]
Power must be tied to level, not to pocket book.


But if that's the case then why not make the bonuses into class based ones?

If magical items aren't actually material possessions in the sense that one guy can't pick up your +5 sword and have a +5 sword himself, then why bother making them material at all? Getting a bonus for weilding a certain type of weapon simply sounds like weapon focus/spec to me, because the weapon itself would have very little power anyway.

I mean feats are already customizeable so why not just make these bonuses an extension of feats?

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Re: Unnamed bonuses break the game(and most named ones too).

Post by Username17 »

If magical items aren't actually material possessions in the sense that one guy can't pick up your +5 sword and have a +5 sword himself, then why bother making them material at all?


For the same reason that Green Lantern has a Ring or Green Arrow has a bow - so that a sunder or disarm can mean something within a fight and characters can be upset when they are forced to fight naked after being ambushed or captured.

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Re: Unnamed bonuses break the game(and most named ones too).

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Frank wrote:And not in a way that anyone likes. Noone wants to be told that playing a Fast Lucky guy is like playing a 3rd edition Cleric/Wizard.


For the third time, you can easily have a feat or class ability that lets a Fast/Lucky multiclass option work. Since a person with two types of mods is more powerful than a guy with one type, game balance dictates that he pay some price for it.

For those people who want to combine six different named bonuses from six different classes in an effort to never have more than 1-2 points potentially canceled out by situational stuff (like flatfooted and Dodge bonuses), then those guys are trying to break the game and we don't have to listen to them.

I believe that a good game system only limits the choices that make the game no fun to play for a player, or the other players. Some people may enjoy the fact that by exhaustive research they found a combo that can allow them to take out monsters CR 10 levels above them, but since you just killed the game for everyone else, that kind of BS has got to go.

Allowing free and easy stacking means that every time someone writes an pretty cool class or feat with a +1 to some thing, the game gets a little more broken.
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Re: Unnamed bonuses break the game(and most named ones too).

Post by Username17 »

:lmao:

Sorry, I just can't even take you seriously enough to quote and argue with you here. You've got nothing.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by User3 »

Good. I'm glad to know that you have no valid arguments and nothing to add, and you are going to stop derailing this thread.
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Re: Unnamed bonuses break the game(and most named ones too).

Post by User3 »

FrankTrollman at [unixtime wrote:1091997945[/unixtime]]
For the same reason that Green Lantern has a Ring or Green Arrow has a bow - so that a sunder or disarm can mean something within a fight and characters can be upset when they are forced to fight naked after being ambushed or captured.


But you can just say that it's an extention of weapon focus. That way a fighter without his sword is at a disadvantage. I mean if you want to use sunder more than very rarely, you really have to have the crap be nonmagical, so they can easily replace it. Because nobody wants the sword they invested so many points in to be crappy.

Also, with a linear system, you *still* run into the problem of overspecialization. Because your pool of "soul" points or karma or whatever you wanna call them keeps growing as you gain levels, and the bigger it is, the more you break the game by putting it all in one place.

If you have 5 soul points at level 4 and a +1 armor bonus costs 2 points, that's a +2 max, you'll probably have something like 30 points at level 20, and that's a +15 max. You must address the problem of overspecialization somehow.
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Re: Unnamed bonuses break the game(and most named ones too).

Post by Username17 »

If you have 5 soul points at level 4 and a +1 armor bonus costs 2 points, that's a +2 max, you'll probably have something like 30 points at level 20, and that's a +15 max. You must address the problem of overspecialization somehow.


You sure do. You could limit characters to spending no more than X% of their points into various categories of thing. So long as the categories are things like "bonuses to armor class" and not "luck bonuses", then you've prevented over-specialization without kicking specialists or generalists in the nuts.

So long as a character can choose to just have a really big magic shield, or be super fast, and not get penalized, and still be able to have it split between having a magic shield and being super fast and still not penalized - then you've got something workable. And if you have arbitrary percentile caps you can keep people from ending up as "shield man" or "sword man" - which is probably necessary to keep things from moving to crazy town.

Such a system is nothing like unworkable. Trying to fix things by emasculating characters with more than one attribute, or by trying to salvage the golf for power system is, however, unworkable and undesirable.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1092078599[/unixtime]]
You sure do. You could limit characters to spending no more than X% of their points into various categories of thing. So long as the categories are things like "bonuses to armor class" and not "luck bonuses", then you've prevented over-specialization without kicking specialists or generalists in the nuts.

Well, you could really do the percentage thing with the normal magical equipment/gold system too.

The problem I think is that you're then left with no way to actually reward PCs for doing well, beyond XP. You also can't really have quests where the main goal is to get a powerful magical item, because they're all level dependent.

There's no real reason the system wouldn't work I guess, but flavor wise, I just don't like the idea of magical items being totally level based. It just seems too egalitarian. When you find a magical item one quest and have to pay to keep it, possibly losing magic items you had before, that sucks. What also sucks is that anybody in the world who didn't go through the trouble of actually finding one can instantly have one at the same price you pay for it.

If you're running the RPGA the system works well, because you want to be egalitarian when you've got multiple DMs running multiple modules. In the casual game, I find it kills a lot of the campaign continuity.

I guess I never really liked magic items as a character customization thing, I feel they should be more of a reward or a secondary balancing tool for the DM, by which he can boost up some of the weaker party members with magic items. I mean we already have classes and feats by which to customize characters, I don't really think magic items should be reserved as yet another customization option. I don't think we even need it if we've done the classes and feats part right.

If you want a magic item to be a fundamental part of your character, like the green lantern and his ring, then you can use the unearthed arcana PrCs for legendary weapons, and you still stick with the class/feat paradigm for customization and leave magic items as something cool you find. That way we are guaranteed to eliminate the crap about fighters being guaranteed to have item X, Y and Z and therefore don't need any significant class abilities at high levels.
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Re: Unnamed bonuses break the game(and most named ones too).

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The problem I think is that you're then left with no way to actually reward PCs for doing well, beyond XP.


So? That's true anyway. In some games (D&D, Shadowrun) you have two separate sets of XP - Personal XP (called "XP" or "Karma") and Item XP (called "GP" or "Nuyen"). In some other games you have just personal XP (Champions, Toon), and in some games you have various other sets of XP (Skill XP and Fighting XP like in Runequest, or Normal XP and Spell XP like in Ars Magica, or whatever).

In some games you gain different XP tallies which advance different things, and in some games you get just one XP tally. And that's fine, whatever. But regardless of how you do it, it's not like you have some way other than XP to reward your players. It might be called something else, but it's still XP.

In some games, like in D&D, your separate tallies of XP can be quite different. In some games this is a big deal (like in D&D), in others it is not (Shadowrun).

The thing is that in a Level based game, things are attached to, well, Levels. So if you allow one of the tallies of XP to deviate significantly from the other, then you have a power discrepency at the relevent level. And in a Levels and Challenges system, that's a problem. And not a small problem.

If you went Skill Based and Free-Form, then people having a lot of Personal XP and not a lot of Item XP wouldn't be a problem because you wouldn't have a challenge system for people to supposedly be rated against so the players wouldn't be expected to be able to take on things "of their level" that they would be short against. That would, however, require a lot more work on the part of the person running the game. So it's a trade-off that some people don't want.

Certainly, the CR system is something that a lot of people want to keep. And it pretty heavily implies that Item XP should not be allowed to deviate much from Personal XP.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1092087998[/unixtime]
Certainly, the CR system is something that a lot of people want to keep. And it pretty heavily implies that Item XP should not be allowed to deviate much from Personal XP.


Well, yes, but I think that should change, mainly because monsters don't get as much item XP and neither do NPCs, so having them use the same system as PCs just doesn't make sense.

If magic items were merely "something extra" then we would legitimately have NPC fighters who were actually a threat, beacsue they'd be getting all their shit from class abilities instead of magic items which they can't afford, but are supposed to have anyway. It also negates the problem of providing the party with tons of swag after every battle (because like monsters, NPC abilities are internal and not external). You can't make use of the NPC fighter's weapon focus feats anymore than you can make use of a cockatrice's petrifying touch. And that's a good thing.

Other advantages of treating magic items as "something extra":

-It's another balancing tool for the DM. If one character is awesome without items, and another more poorly built character kinda needs them, then you can actually hand them out to the people that need them. In other words, one guy can be naturally gifted like superman and another guy could be wearing a super powerful suit like Ironman and they could travel together and be more or less equal.

-You could run really high or really low magic worlds with minimal changes except to each individual characters ECLs for the purposes of encounter creation.

-PCs, NPCs and monsters are finally starting from the same starting point for calculation of CR, making the creation of monster PCs easier. No longer does a fighter need gear to equal a minotaur, and a minotaur with gear totally blows everyone else away.

-Forces the abandoning of the age old cop out of having a fighter's power being mostly in his equipment. If you're level 12, you're CR 12, without magical equipment. You no longer need your crutches, you can actually walk for yourself now.

This is in all ways better unless you're in an environment like the RPGA where egalitarianism is absolutely essential.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by Username17 »

Forces the abandoning of the age old cop out of having a fighter's power being mostly in his equipment.


You keep saying that word. I don't think it means what you think it means.

The fact that it wouldn't work unless you revised the Fighter so that he could stand on his own as well as the other characters is not an advantage in any way. It's the same problem we have now, except worse.

If you need to revise the classes into something that is balanced, that's not an advantage - it's a disadvantage. An advantage would be that you already have revised a class into something that is balanced.

That's a hugely important distinction you are consistently ignoring. If you just pull items out of the progression altogether and leave them in only as rare and optional power-ups you've just taken the Fighter out into the back yard and shot him with a hammer. Now you have to go back and redesign the entire universe, characters, monsters, and everything so that an 11th level Fighter isn't auto-killed by several standard monsters too weak for him to even get experience from if he doesn't have a magic weapon. That's a drawback, because it's more work - not an advantage.

On the other hand, if you draw up some far-reaching revision that actually balances things out and deals with that problem - that would be an advantage. See the difference? You are claiming an advantage out of the fact that you'll have to do a huge amount of intense design work, after which you confidently predict that things will be more balanced. That's absurd. Do the design work, then claim an advantage for it. Just show me the money.

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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

FrankTrollman at [unixtime wrote:1092095216[/unixtime]] If you just pull items out of the progression altogether and leave them in only as rare and optional power-ups you've just taken the Fighter out into the back yard and shot him with a hammer. Now you have to go back and redesign the entire universe, characters, monsters, and everything so that an 11th level Fighter isn't auto-killed by several standard monsters too weak for him to even get experience from if he doesn't have a magic weapon. That's a drawback, because it's more work - not an advantage.

You dont' have to redesign the universe, you just have to redesign the fighter, which consequently we had agreed needed to be done anyway. The thing is that as long as magic items are considered absolutely mandatory then the fighter is going to get screwed, because the other classes aren't balanced by that paradigm.

Do we balance the rogue's skills expecting him to have a cloak of elvenkind? Can the wizard not cast 4th level spells until he has invested half his gold into a special item? No, of course not. So why is the fighter's AC, BaB and saves totally dependant on magical items? Because it's a double standard that's why.

Now your choices are to either make the other classes equally equipment dependant, which would take lots of work and probably get a lot of people upset when they realize their wizard now needs a 25,000 gp wand to cast the spells he used to be able to cast for free, or you can totally toss the idea of equipment dependance and make fighters competetive right out of the box. I mean if a wizard can be perfectly fine with just a spellcomponent pouch and a spellbook, then why in the hell are we requiring the fighter to be decked out in magical gear?

And once you drop that stupid Diablo style every-slot-must-be-filled paradigm, you actually get a lot of things that you always wanted, like NPCs that don't automatically give the players huge amounts of swag, adaptable campaign magic and loot levels and lots of other great stuff.


On the other hand, if you draw up some far-reaching revision that actually balances things out and deals with that problem - that would be an advantage. See the difference? You are claiming an advantage out of the fact that you'll have to do a huge amount of intense design work, after which you confidently predict that things will be more balanced. That's absurd. Do the design work, then claim an advantage for it. Just show me the money.


But it's not that much design work, in fact it's just redesigning a few classes. SInce I don't attach prices to magical items, I don't even have to worry about the magic item section, because I can give them out whenever the hell I want to.

In fact, it's probably the least amount of work of any of the revision suggestions because you no longer must worry about properly quantifying magical items. So you balance the warrior classes without items (and we can do this) and you're done. Really not a hell of a lot of work.

Under your system, you've got a hell of a lot of design work. First you have to find the proper linear cost, then you've got to set the amount of points you get per level then you've got to determine the percentile limitation on each catagory of equipment. Then when your'e done you'll STILL have to fix the warrior classes.

There is a lot less work in simply changing a few classes as opposed to rewriting the magic item system, then changing a few classes. Because when you're rewriting the fighter, you've still got to consider how magic items are going to impact the balance. My system eliminates that problem, so I have significantly less to worry about.
User3
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Re: Unnamed bonuses break the game(and most named ones too).

Post by User3 »

Magic items don't need to be used to balance weak characters. The DM can already do that by tailoring encounters to weak PCs strengths and strong PCs weaknesses.

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Ideally, the system I proposed involves making all abilities class features, even the ability to gain the powers of magic items. That's the only way to balance magic items with power by level.

I mean, there is no reason why it doesn't take several levels of experience to learn to use armor efficiently, rather than having every 2nd level melee fighter being perfectly comfortable walking around in full plate. Also, there should be options for all kinds of fighters.

Also, characters without items should not be penalized for not wanting to play with items. If you want to be a Weaponmaster who's good with anything you have in your hand, you should not be immediately more suck than the guy with a +5 sword.

Finding a powerful magic sword might be the requirement necessary to get into a "sword-tastic" PrC.

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For those "plot device items" and one-time "I'm using the villain's sword" magic items, I been thinking of a system where you burn a small amount of XP to use an item that you haven't gained through class abilities. That way you can open the Gate device or stab the fighter with his own sword, but you won't be tempted to carry around a sword thats slowly sucking away your XP.

I've also been thinking of a system where the item simply casts a baleful spell on you each time you use it when you haven't attuned it by gaining it though class abilities (no save, since you willingly put on the item, and if you SR it, you don't get the item's effect).
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Desdan_Mervolam
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Re: Unnamed bonuses break the game(and most named ones too).

Post by Desdan_Mervolam »

I think RC's right. The Monk, the Fighter, the Cleric and the Druid need to be rewritten anyway(Powered up up, down and down respecivly), so I don't see what the big deal is supposed to be.

-Desdan
Don't bother trying to impress gamers. They're too busy trying to impress you to care.
RandomCasualty
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Re: Unnamed bonuses break the game(and most named ones too).

Post by RandomCasualty »

Guest (Unregistered) at [unixtime wrote:1092096441[/unixtime]]Magic items don't need to be used to balance weak characters. The DM can already do that by tailoring encounters to weak PCs strengths and strong PCs weaknesses.


You assume the same level of min/maxing, and that all characters have real strengths. When you take a character that is poorly built, he really does need some help, and it isn't a matter of tailoring encounters for him either. A greatsword wielding single class fighter for instance has little chance against a fighting character with loads of PrCs dedicated to a certain fighting style. More often than not, the min/maxed character trumps the fighter in ALL catagories. But that's why you just give the fighter a pretty potent magical item and you put him back in the game.

And so basically you now have a superman versus Ironman situation. Granted Superman's talent is natural, but Ironman using his special gear can still put up a good fight and be more or less competetive in power.

Now normally, both are getting equal amounts of gear, and the min/maxer is probably still making better choices with his gear (because he has access to more books) and gaining an even bigger advantage.

It never hurts to give the DM some kind of tool to shift people back into balance if they're lagging behind.
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