Sidestepping Multiclass Requests

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Post by Username17 »

codeGlaze wrote:What about treating lvl 1 PC pixies havkng always-on low level spells that may (or may not) get stronger as they level?

eg 1st level pixies would be limited to "flying" (hovering) only a few feet above the ground. Or they can't fly higher than X feet from the ground if they have any level of encumbrance. Theid invisibilty could be extremely limited at first. 1 round/level until.... level 7 or something.
No deal.

First of all, having always on buff spells isn't really a cost. The whole point is finding something for someone to be able to pay for having racial abilities that are demonstrably better than what other players are getting for playing a Kobold or a Gnome.

And secondly, if I want to play a Pixie, I want to play a fucking Pixie. Not a "deliberately weakened and shitty Pixie". People will accept level minimums to play creatures far more readily than they will accept playing creatures without their signature powers.

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Post by Foxwarrior »

Baby pixies just don't get good at that stuff until they reach adulthood at 150 years.
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Post by codeGlaze »

It was just a thought along the ljnes of personal growth. Basically keeping their power along the lines of... mage hand or something. With basically an auto-succeed rogue hide. Reasonkng that may e Pixies have to develop their power.

But that same thought assumed a racial 'class' up to 'classic pixie' level. Then you'd be allowed to branch out. Which I presume could be a no starter on a few different levels, too.
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Post by Hicks »

Foxwarrior wrote:Baby pixies just don't get good at that stuff until they reach adulthood at 150 years.
So you are a 1st level baby pixy princess, gain enough xp to be level 2, and stop playing your character until all the humans die of old age so you can continue to adventure as an adult with full powers?

Not cool.
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Post by hyzmarca »

FrankTrollman wrote:
ishy wrote:Wouldn't you get problems with the fact that you now have items that you can't upgrade? I mean wings of flight are awesome at low level, but won't you feel screwed over at high level?
It will take a while for that to come up, since the virtual items are counting against your eight item limit and thus won't be problematic until you have seven items that are more powerful than your weakest virtual item. But while RadiantPhoenix was being somewhat tongue-in-cheek, he basically has the right idea. Monstrous characters can later in their careers get upgrades to their inherent power in the same manner that you might upgrade a prized sword or breastplate.

There are basically two ways to do that. The first is to pump a bunch of hope or liquid pain or whatever into the Medusa character and upgrade their snake hair into something good through enchantment upgrading. The second is to have really expensive items that stick to monster chakras and upgrade the powers of the normal abilities that are represented by those chakras. Like beholder eyestalk clasps or dragon pearls or whatever the fuck.

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You can also turn monsters into other types of monsters, either through pokemon evolution or through some horrible type of SMT style fusion. Thus your monster becomes a thematically similar monster with level appropriate abilities.

I wonder what people would think about a final Fantasy V or X-2 style class system, where you're class is literally a piece of equipment that you wear and you can freely switch between any of the classes that you own. If the barbarian puts on a wizard's hat he comes a wizard of his character level, but ceases to be a barbarian until he puts his bear hat back on, at which point he stops being a wizard.
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Post by hyzmarca »

FrankTrollman wrote:
ishy wrote:Wouldn't you get problems with the fact that you now have items that you can't upgrade? I mean wings of flight are awesome at low level, but won't you feel screwed over at high level?
It will take a while for that to come up, since the virtual items are counting against your eight item limit and thus won't be problematic until you have seven items that are more powerful than your weakest virtual item. But while RadiantPhoenix was being somewhat tongue-in-cheek, he basically has the right idea. Monstrous characters can later in their careers get upgrades to their inherent power in the same manner that you might upgrade a prized sword or breastplate.

There are basically two ways to do that. The first is to pump a bunch of hope or liquid pain or whatever into the Medusa character and upgrade their snake hair into something good through enchantment upgrading. The second is to have really expensive items that stick to monster chakras and upgrade the powers of the normal abilities that are represented by those chakras. Like beholder eyestalk clasps or dragon pearls or whatever the fuck.

-Username17
You can also turn monsters into other types of monsters, either through pokemon evolution or through some horrible type of SMT style fusion. Thus your monster becomes a thematically similar monster with level appropriate abilities.

I wonder what people would think about a final Fantasy V or X-2 style class system, where you're class is literally a piece of equipment that you wear and you can freely switch between any of the classes that you own. If the barbarian puts on a wizard's hat he comes a wizard of his character level, but ceases to be a barbarian until he puts his bear hat back on, at which point he stops being a wizard.
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Post by hyzmarca »

FrankTrollman wrote:
ishy wrote:Wouldn't you get problems with the fact that you now have items that you can't upgrade? I mean wings of flight are awesome at low level, but won't you feel screwed over at high level?
It will take a while for that to come up, since the virtual items are counting against your eight item limit and thus won't be problematic until you have seven items that are more powerful than your weakest virtual item. But while RadiantPhoenix was being somewhat tongue-in-cheek, he basically has the right idea. Monstrous characters can later in their careers get upgrades to their inherent power in the same manner that you might upgrade a prized sword or breastplate.

There are basically two ways to do that. The first is to pump a bunch of hope or liquid pain or whatever into the Medusa character and upgrade their snake hair into something good through enchantment upgrading. The second is to have really expensive items that stick to monster chakras and upgrade the powers of the normal abilities that are represented by those chakras. Like beholder eyestalk clasps or dragon pearls or whatever the fuck.

-Username17
You can also turn monsters into other types of monsters, either through pokemon evolution or through some horrible type of SMT style fusion. Thus your monster becomes a thematically similar monster with level appropriate abilities.

I wonder what people would think about a final Fantasy V or X-2 style class system, where you're class is literally a piece of equipment that you wear and you can freely switch between any of the classes that you own. If the barbarian puts on a wizard's hat he comes a wizard of his character level, but ceases to be a barbarian until he puts his bear hat back on, at which point he stops being a wizard.
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Post by hyzmarca »

FrankTrollman wrote:
ishy wrote:Wouldn't you get problems with the fact that you now have items that you can't upgrade? I mean wings of flight are awesome at low level, but won't you feel screwed over at high level?
It will take a while for that to come up, since the virtual items are counting against your eight item limit and thus won't be problematic until you have seven items that are more powerful than your weakest virtual item. But while RadiantPhoenix was being somewhat tongue-in-cheek, he basically has the right idea. Monstrous characters can later in their careers get upgrades to their inherent power in the same manner that you might upgrade a prized sword or breastplate.

There are basically two ways to do that. The first is to pump a bunch of hope or liquid pain or whatever into the Medusa character and upgrade their snake hair into something good through enchantment upgrading. The second is to have really expensive items that stick to monster chakras and upgrade the powers of the normal abilities that are represented by those chakras. Like beholder eyestalk clasps or dragon pearls or whatever the fuck.

-Username17
You can also turn monsters into other types of monsters, either through pokemon evolution or through some horrible type of SMT style fusion. Thus your monster becomes a thematically similar monster with level appropriate abilities.

I wonder what people would think about a final Fantasy V or X-2 style class system, where you're class is literally a piece of equipment that you wear and you can freely switch between any of the classes that you own. If the barbarian puts on a wizard's hat he comes a wizard of his character level, but ceases to be a barbarian until he puts his bear hat back on, at which point he stops being a wizard.
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Post by hyzmarca »

There is something very strange happening with this forum.
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Post by sabs »

hyzmarca wrote:
FrankTrollman wrote:
ishy wrote:Wouldn't you get problems with the fact that you now have items that you can't upgrade? I mean wings of flight are awesome at low level, but won't you feel screwed over at high level?
It will take a while for that to come up, since the virtual items are counting against your eight item limit and thus won't be problematic until you have seven items that are more powerful than your weakest virtual item. But while RadiantPhoenix was being somewhat tongue-in-cheek, he basically has the right idea. Monstrous characters can later in their careers get upgrades to their inherent power in the same manner that you might upgrade a prized sword or breastplate.

There are basically two ways to do that. The first is to pump a bunch of hope or liquid pain or whatever into the Medusa character and upgrade their snake hair into something good through enchantment upgrading. The second is to have really expensive items that stick to monster chakras and upgrade the powers of the normal abilities that are represented by those chakras. Like beholder eyestalk clasps or dragon pearls or whatever the fuck.

-Username17
You can also turn monsters into other types of monsters, either through pokemon evolution or through some horrible type of SMT style fusion. Thus your monster becomes a thematically similar monster with level appropriate abilities.

I wonder what people would think about a final Fantasy V or X-2 style class system, where you're class is literally a piece of equipment that you wear and you can freely switch between any of the classes that you own. If the barbarian puts on a wizard's hat he comes a wizard of his character level, but ceases to be a barbarian until he puts his bear hat back on, at which point he stops being a wizard.
Dude that's fucking horrible.
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Post by Aryxbez »

NineInchNall wrote: No, you live with yourself not having made an optimal choice and keep playing. Just like in every other kind of game.
I can only assume that you're joking, and moreso just supporting this position "just cause". In this case, ye would be encouraging optimization/system mastery just so they could have a consistently pleasant experience. so per your earlier post, the sky would indeed "has falld". Like one thread on "complexity/depth", if you place a tall order requirment, or system mastery out the gate,before experiencing gameplay, encouraging people to quit before they get started or even partway into playing. Though it'd be nice to have more people to care enough about an RPG to actually read it, this way will only have them lose interest in the long term.

Also, per your magic Example, if they keep having unoptimal choices resulting in their death (or its equivalent), then won't get the reward condition of swapping out stuff, and stay stagnant in their suckage.

Maybe it helps that RPG's aren't directly competitive like Magic, or League of Legends. Though I myself am not a fan of competitive games, and I sure as hell wouldn't want poor choices I couldn't have known to be like enduring a losing League of Legends match (or like baseball, where losing team can't surrender, and has to endure the game, despite the results being rather deterministic).
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Post by NineInchNall »

Aryxbez wrote: I can only assume that you're joking, and moreso just supporting this position "just cause". In this case, ye would be encouraging optimization/system mastery just so they could have a consistently pleasant experience. so per your earlier post, the sky would indeed "has falld". Like one thread on "complexity/depth", if you place a tall order requirment, or system mastery out the gate,before experiencing gameplay, encouraging people to quit before they get started or even partway into playing. Though it'd be nice to have more people to care enough about an RPG to actually read it, this way will only have them lose interest in the long term.
System mastery isn't inherently bad. Incentivizing it is also not. You are conflating complexity and learning curve. It is perfectly possible to have a complex game with a nice, gently sloping learning curve. I believe Frank pointed that out in said thread. Your words also imply the position that any game in which there is a wide degree of disparity between novices and experts is bad.
Also, per your magic Example, if they keep having unoptimal choices resulting in their death (or its equivalent), then won't get the reward condition of swapping out stuff, and stay stagnant in their suckage.
Nope, I said after each game, not after each game you win. And if they keep building decks (when allowed to do a full rebuild) that consistently lose, then one would be led to believe that they are not learning, not improving.

Do you have a problem with people who are not good at a game losing or something? It certainly seems like it.
Maybe it helps that RPG's aren't directly competitive like Magic, or League of Legends. Though I myself am not a fan of competitive games, and I sure as hell wouldn't want poor choices I couldn't have known to be like enduring a losing League of Legends match (or like baseball, where losing team can't surrender, and has to endure the game, despite the results being rather deterministic).
This is going to sound dismissive, and to some degree it's meant to be. Part of any game is the premise that the players involved make decisions that matter. It really seems to me that what you want is for your decisions not to matter. This is the part that I'm utterly confused on. Maybe you're going with an assumption that character creation (and leveling) and the choices involved in it are not part of the game. But that doesn't make any god damn sense at all, so i don't know how to apply the principle of charity at this point.

Maybe you just want a more elaborate tic tac toe. Or maybe you want to play in god mode. Fuck, I just can't even tell.

And seriously, baseball? You mean the game where a team can come back from being literally down to their last strike? That your response to being down a bunch is just to surrender really says quite a lot.
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Post by Stubbazubba »

But the chargen mini-game should not pre-determine success in the actual combat mini-game to that degree. If we had to choose an extreme between chargen choices making combat totally deterministic and the reverse, where chargen choices were all equally insignificant and in-combat choices being all that mattered, the latter is far more defensible.
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Post by Aryxbez »

NineInchNall wrote: System mastery isn't inherently bad. Incentivizing it is also not. You are conflating complexity and learning curve. It is perfectly possible to have a complex game with a nice, gently sloping learning curve.

also imply the position that any game in which there is a wide degree of disparity between novices and experts is bad.
It is if you want to support the "Iron Tower Design", of deliberately terribad options, set up so players might choose something that seems "cool", only to your accordance, suffer near indefinitely for a decision they could not have known prior. Those above trap options are just going to be a waste of space that nobody's going to use, and probably not gonna help make the Character creation process easy either. After all, for all that desire of system mastery requirement, you have 3rd edition D&D, have that can just deal with, instead of talk for a new RPG.

If that disparity is Experts getting to enjoy the game, and even play, while Novice's do not, I'd imagine would fail on some obvious principles. If Novices are barred from playing immediately, then you just lost customers, don't think I need to explain why that's bad.
Nope, I said after each game, not after each game you win. And if they keep building decks (when allowed to do a full rebuild) that consistently lose, then one would be led to believe that they are not learning, not improving.
Actually...Maybe after each game you win you get to swap out a card

I suppose you're right, that people wouldn't really care to "learn", though unlike a sport, people aren't going to be that deeply invested in playing an RPG, as if playing any sport. Idea of having to "get good" before playing the RPG, is a great way to deter your market through such elitism.
And seriously, baseball? You mean the game where a team can come back from being literally down to their last strike? That your response to being down a bunch is just to surrender really says quite a lot.
(shrugs) If that's something that actually practical enough to happen, or how it works, then I guess. If it's moreso something that doesn't really happen, then like the League of Legends example, it's just waiting out the inevitable, and pretty much wasting time. Another example would be solo play of FF1, till get the ribbon or item to target multiple enemies,when ye face bunch of enemies with paralysis/sleep effects, pretty much have to soft reset the game, less you endure through minutes of watching your character get wailed on, deterministic knowing you're going to lose this fight (save for those very rare chances can make a comeback, albeit very very unlikely).

You sure do make quite a bit of assumptions in regards to my post, perhaps reading it again would help this conversation. Quite obvious, ones decisions should matter in an RPG, but the character creation process should not be some secret test to kill off your character (at that point, may as well have them roll on tables, where they can die at the end of the process, so they have to make a new character before they even get to play).

Lastly, on a somewhat related note, if you understand the example, then why does it matter if it was a bad or not? As I see it, the understanding one derives from the example, is more important than the example itself.
Last edited by Aryxbez on Mon Feb 04, 2013 7:56 pm, edited 1 time in total.
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"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Post by NineInchNall »

Aryxbez wrote:It is if you want to support the "Iron Tower Design", of deliberately terribad options, set up so players might choose something that seems "cool", only to your accordance, suffer near indefinitely for a decision they could not have known prior. Those above trap options are just going to be a waste of space that nobody's going to use, and probably not gonna help make the Character creation process easy either. After all, for all that desire of system mastery requirement, you have 3rd edition D&D, have that can just deal with, instead of talk for a new RPG.
I believe you mean Ivory Tower Design. It's a reference to the ivory tower of academia. But in any case, there's no necessary reason to include options that are always terribad. Of course, there's no necessary reason that having options that are always terribad has to be, ya know, terribad. For instance, Magic always includes some cards that are just shite. Part of the reason that's okay in Magic is that the game is an example of continual modification, so players eventually notice that certain cards are underperforming and excise them from their decks. There's honestly, though, no reason that same sort of thing can't happen in RPGs. As you play, you notice that certain options don't help you, and in doing so you become better at the game. Ideally this is accompanied by a certain amount of dopamine as you recognize that you're getting better at the game.

Nope, I said after each game, not after each game you win. And if they keep building decks (when allowed to do a full rebuild) that consistently lose, then one would be led to believe that they are not learning, not improving.
Actually...Maybe after each game you win you get to swap out a card
My bad, but go to the next sentence: "Maybe after each match you get to open a new booster pack and make any changes you want using those cards."
If that disparity is Experts getting to enjoy the game, and even play, while Novice's do not, I'd imagine would fail on some obvious principles. If Novices are barred from playing immediately, then you just lost customers, don't think I need to explain why that's bad.
I suppose you're right, that people wouldn't really care to "learn", though unlike a sport, people aren't going to be that deeply invested in playing an RPG, as if playing any sport. Idea of having to "get good" before playing the RPG, is a great way to deter your market through such elitism.
You sure do make quite a bit of assumptions in regards to my post, perhaps reading it again would help this conversation. Quite obvious, ones decisions should matter in an RPG, but the character creation process should not be some secret test to kill off your character (at that point, may as well have them roll on tables, where they can die at the end of the process, so they have to make a new character before they even get to play).
(shrugs) If that's something that actually practical enough to happen, or how it works, then I guess. If it's moreso something that doesn't really happen, then like the League of Legends example, it's just waiting out the inevitable, and pretty much wasting time. Another example would be solo play of FF1, till get the ribbon or item to target multiple enemies,when ye face bunch of enemies with paralysis/sleep effects, pretty much have to soft reset the game, less you endure through minutes of watching your character get wailed on, deterministic knowing you're going to lose this fight (save for those very rare chances can make a comeback, albeit very very unlikely).
It's a good thing no one's advocating for anything you describe, then, isn't it?

I mean, seriously. I'm not saying you have to "get good" before playing an RPG. I'm saying that the character creation and leveling process is part of playing an RPG, that part of getting good at an RPG is getting good at that process. If people aren't going to be interested in getting good at the game, then that's that.

Now, it's certainly possible that one could make an RPG that did not actually have a character creation or leveling process that involved meaningful choices on the part of the player (e.g., any JRPG ever) but that isn't a priori a superior game design.

Again, I am not saying that the creation process should be some secret test to kill off your character. Rather, I am merely saying that there should be significance to those choices made during that process, because they are as much a part of the game as the choices one makes while the battle music is playing. The quality of those character creation choices will depend to some extent upon the player's expertise. Some set of choices will allow for an easier time during combat than others.

That shouldn't be controversial in any respect.

It seems that you're dead set on taking the assertion "it is okay for character creation decisions to impact efficacy" and taking it waaaaaaaaay out to the extreme of "it is okay for character creation decisions to make your character die on turn one." This latter is not and has never been my position.

To reiterate one more time. I do not think that it should be possible to make characters that are unplayable. I do think that it should be possible to make a "bad" character, where "bad" is some section of the spectrum of characters that are "playable", and "playable" means having a sufficient number of choices to make during combat/social/etc that actually impacts shit. I do think that it should be possible to make a "fucking awesome" character, where "fucking awesome" is some section of the spectrum of characters that are playable. I do think that there should be significant distance between those two categories.

Also, look up game 6 of the 2011 World Series. I was there. It was awesome. One of the best games I've been to in my life, and from what I can gather, you would prefer that the Cards had just forfeited. I infer that this is because you don't think there is value in playing a game that you know for sure you will lose, or even have a high chance of losing. This is where we must fundamentally part ways, because I see that particular position as indefensible.

BTW, I don't think you are using deterministic correctly. It looks like you're using it interchangeably with "highly probable", which is a totally different thing.
Lastly, on a somewhat related note, if you understand the example, then why does it matter if it was a bad or not? As I see it, the understanding one derives from the example, is more important than the example itself.
Which example? Baseball?
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Post by ishy »

You seem to conflate meaningful choices with bad and good options. That is probably not your intent, since they are in fact opposite. If you have to choose between A) something bad and B) something good, you don't actually have a choice.

Lets take classes you can play in core non-homebrew d&d 3.x as an example.
Monk is a trap option, as soon as you realise that, it stops being an option.
While choosing to play a cleric or a wizard is a meaningful choice. One might be stronger in certain situations and perhaps even stronger overal. But it is not like there is a huge difference there (imho).

And unlike you, I don't think there should be a huge difference in effectiveness. Though they should feel and play differently.
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Post by NineInchNall »

ishy wrote:You seem to conflate meaningful choices with bad and good options. That is probably not your intent, since they are in fact opposite. If you have to choose between A) something bad and B) something good, you don't actually have a choice.

Lets take classes you can play in core non-homebrew d&d 3.x as an example.
Monk is a trap option, as soon as you realise that, it stops being an option.
While choosing to play a cleric or a wizard is a meaningful choice. One might be stronger in certain situations and perhaps even stronger overal. But it is not like there is a huge difference there (imho).
What you are doing here is called equivocation. You are employing two different senses of choice (and option) and passing them off as the same. In one sense, I agree with you. In the other, I don't. The choice to or not to play a monk is a rather meaningful one with rather significant effects on gameplay. It is, however, a terribly unbalanced choice, with nearly all mechanical reason to choose one way rather than the other, which in one sense invalidates it as choice. Two senses, but I was only addressing the first.

Further, I don't think I'm making the conflation error you suggest. The prospect that there are choices that lie on the same point on the spectrum between good and bad is perfectly plausible and permissible, because as you say, they can have different yet equally valuable strengths and different yet equally mitigated weaknesses. This is a meaningful choice.

Whether there should a large difference in efficacy between bad and good characters is a purely aesthetic matter. You like red; I like blue.
Last edited by NineInchNall on Tue Feb 05, 2013 12:31 am, edited 3 times in total.
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Post by sabs »

NiN

You're comparing Game 6 of the World series.. in the wrong analogy.

The right analogy would be.

You're the Baltimore Oriole's and it's the mid 80's. You're on game 13 of your 100 game losing streak. Enjoy. Oh and Fuck You. I'm the yankees, so this all seems awesome to me.
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Post by tussock »

The things like Toughness in 3e are there to make people feel smart for noticing how crap it is.

One of the things players responded to feeling super-good about in the late 2nd-edition surveys WotC did after taking over was "system mastery". That's code for the bit where time-rich players have read through an enormous bunch of fluffy crap and picked out the winning mechanics (aside: that's a pre-wiki concept, post-2005 the winners are well-documented public knowledge in a couple days).

Anyway, Monte and Skip and Jonathan put a lot of deliberately useless crap in 3e and associated splatbooks so you could find the gems amongst it, thereby feeling superior to the game designers. "Rewarding system mastery." Deliberate 3e design goal.


Don't mistake it for them wanting you to take Toughness. They don't want anyone to do that. They want to tell you to take Toughness on some corner-case character and let you figure out how stupid that is. Like everyone did. Like the monsters get a lot tougher if the DM actually uses the rules to give them custom feats and skills and the odd extra HD, same deal, make you feel comparatively smart.
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Post by hogarth »

ishy wrote:You seem to conflate meaningful choices with bad and good options. That is probably not your intent, since they are in fact opposite. If you have to choose between A) something bad and B) something good, you don't actually have a choice.
If you think that every option can be broken down into always "bad" or always "good", you're an idiot.

Quick -- without knowing anything about the character who's going to take it, is Divine Metamagic a "bad" choice or a "good choice"?
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Post by ishy »

hogarth wrote:
ishy wrote:You seem to conflate meaningful choices with bad and good options. That is probably not your intent, since they are in fact opposite. If you have to choose between A) something bad and B) something good, you don't actually have a choice.
If you think that every option can be broken down into always "bad" or always "good", you're an idiot.

Quick -- without knowing anything about the character who's going to take it, is Divine Metamagic a "bad" choice or a "good choice"?
I'd say a good choice.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
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hogarth
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Post by hogarth »

ishy wrote:
hogarth wrote:Quick -- without knowing anything about the character who's going to take it, is Divine Metamagic a "bad" choice or a "good choice"?
I'd say a good choice.
But my cleric has 8 Wisdom and can't cast any spells. OMG TRAP OPTION!!!
ishy
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Post by ishy »

hogarth wrote:But my cleric has 8 Wisdom and can't cast any spells. OMG TRAP OPTION!!!
I disagree, I don't consider metamagic feats an option for someone who can't cast spells in the first place. Which is why I pointed out that bad options aren't options. And obviously so in your case, I'm assuming you were being a retard on purpose for some reason though?
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
zugschef
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Post by zugschef »

ishy wrote:
hogarth wrote:But my cleric has 8 Wisdom and can't cast any spells. OMG TRAP OPTION!!!
I disagree, I don't consider metamagic feats an option for someone who can't cast spells in the first place. Which is why I pointed out that bad options aren't options. And obviously so in your case, I'm assuming you were being a retard on purpose for some reason though?
i'd say it's got more to do with how your group implements dmm. do nightsticks stack? can you dmm spells so you can cast a spell which you normally couldn't, because you can't yet cast spells of the modified spell's level? are there metamagic feats available which are worth it (if persist and quicken are out, it's probably not worth it)? then there's the thing with how much charisma you have.
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hogarth
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Post by hogarth »

ishy wrote:
hogarth wrote:But my cleric has 8 Wisdom and can't cast any spells. OMG TRAP OPTION!!!
I disagree, I don't consider metamagic feats an option for someone who can't cast spells in the first place. Which is why I pointed out that bad options aren't options.
I don't know what to tell you. If you look at something and evaluate whether you want it or not, you're choosing between two options (take it/don't take it). You can't just declare in retrospect that one of them was never an option. Unless you're just using argumentum ad gibberish, in which case I have to say "well played, sir".
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