Search Amazon.com:
Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«93 »
  • Post
  • Reply
whydirt
Apr 18, 2001


Gaz Posting Brigade

Are the non-combat features of the martial classes different enough that it'd be hard to just reskin them based on which combat mechanics you like the best?

Adbot
ADBOT LOVES YOU

Mikan
Sep 5, 2007



Actual identity stuff seems fairly separate from class, thankfully.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Mikan posted:

Unfortunately, the Barbarian has zero complexity knobs and the Ranger looks really boring compared to the Fighter. Balanced, but boring.

Personally, I don't think there's anything wrong with having a simple, straightforward class or two. Sometimes you want to play the warlord and buff everyone while controlling the flow of battle, sometimes you just want to his someone in the face. As long as both options are enjoyable for the entire play progression, then I don't see that being an issue.

Captain Bravo
Feb 16, 2011

Guys, do you think
we can maybe stop
spending so much
time reacting to things?

It's starting to get
annoying.

Evil Mastermind posted:

Sometimes you want to play the warlord and buff everyone while controlling the flow of battle, sometimes you just want to hit someone in the face.

Some of them want to use you. Some of them want to be used by you.

Mikan
Sep 5, 2007



Evil Mastermind posted:

Personally, I don't think there's anything wrong with having a simple, straightforward class or two.

I don't either, but they do a good job with the other classes allowing you to dial it up or down. No reason not to do it with the Barbarian/Ranger.

Chaltab
Feb 16, 2011

So shocked someone got me an avatar!


Mikan posted:

I don't either, but they do a good job with the other classes allowing you to dial it up or down. No reason not to do it with the Barbarian/Ranger.
I think they could easily dial up the complexity on the Barbarian by giving different rage options, as with the 4E rages which are all daily attacks + a Primal Stance.

GaryLeeLoveBuckets
May 7, 2009


Mikan posted:

Unfortunately, the Barbarian has zero complexity knobs and the Ranger looks really boring compared to the Fighter. Balanced, but boring.

The dual wielding mechanic is kind of weak for rangers, not to mention unfun. You only get an off-hand attack if you roll an even number for your first attack, and no matter what, if you're dual wielding you move the damage dice for each weapon down 1 tier. You can take a feat to make the dice normal 1/day, but that isn't any fun either.

Mikan
Sep 5, 2007



The dual attack mechanic isn't bad, it's a decent increase in average damage without falling into the Twin Strike trap. Rangers in general seem pretty weak though.

Accursed
Oct 10, 2002



GaryLeeLoveBuckets posted:

The dual wielding mechanic is kind of weak for rangers, not to mention unfun. You only get an off-hand attack if you roll an even number for your first attack, and no matter what, if you're dual wielding you move the damage dice for each weapon down 1 tier. You can take a feat to make the dice normal 1/day, but that isn't any fun either.

This sort of thing is why people do playtests, though.

GaryLeeLoveBuckets
May 7, 2009


Mikan posted:

The dual attack mechanic isn't bad, it's a decent increase in average damage without falling into the Twin Strike trap. Rangers in general seem pretty weak though.

Actually thinking about it some more, it's not terrible with scaling damage dice. A 5th level ranger would turn his d10's into d8's and maybe get to make 2 attacks with +1 to hit to do 5d10+str mod per hit.

E: I guess it's the even rolling thing that bothers me.

Dr Pepper
Feb 4, 2012

Don't like it? well...


Mikan posted:

I don't either, but they do a good job with the other classes allowing you to dial it up or down. No reason not to do it with the Barbarian/Ranger.

I agree with this. A good idea is that every class has simple and complex options. That way the player can play the character they want while still at the skill level they want.

Megazver
Jan 13, 2006


So do Fighters get less Skills than, say, Wizards?

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Megazver posted:

So do Fighters get less Skills than, say, Wizards?

Fighters get 6 points in (free-form player defined) skills, wizards get 8.

Mikan
Sep 5, 2007



Evil Mastermind posted:

Fighters get 6 points in (free-form player defined) skills, wizards get 8.

Which is one of my issues with things so far, there is no reason for background disparity except D&D tradition. Other classes get 10 or 12.

fosborb
Dec 15, 2006



GaryLeeLoveBuckets posted:

Actually thinking about it some more, it's not terrible with scaling damage dice. A 5th level ranger would turn his d10's into d8's and maybe get to make 2 attacks with +1 to hit to do 5d10+str mod per hit.

You need to take another class feature to get the +1. Otherwise, two weapon fighting adds on average .4 damage per level per standard action, taking into account the dropped die, needing 11+ to hit, and crits. You also miss less often and can hit two targets sometimes...

So the math isn't really going to say one way or the other how this works in play. It's a bump up, but is it worth the class feature?

Looking forward to hearing how Mikan's game goes. I don't think I'll be able to run this for a few weeks.

Megazver
Jan 13, 2006


Mikan posted:

Which is one of my issues with things so far, there is no reason for background disparity except D&D tradition. Other classes get 10 or 12.

Yeah, Fighters getting less skills has always been kinda bull. Hope you send them feedback about it!

Mikan
Sep 5, 2007



fosborb posted:

Looking forward to hearing how Mikan's game goes. I don't think I'll be able to run this for a few weeks.

We're hanging out tonight and chatting about it, then tomorrow is the game itself. It looks like it's gonna be a Ranger, Monk, Cleric, Fighter? The Ranger and Monk are certain.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


I personally don't mind it; it makes sense to me that classes like Bards or Rogues are the skillmonkeys.

It helps that the skills have a pretty wide definitions. it's not like D&D where you could be good at maybe four narrowly-defined skills; you say you're a soldier and you're capable of doing everything that would fall under the umbrella of "solider".

Freeform skills work pretty well in my experience, as long as the players aren't trying to get away with things like "Jack of all trades +10".

Mikan
Sep 5, 2007



It's the existence of freeform skills that makes point disparity even more irritating.

fosborb
Dec 15, 2006



Mikan posted:

It's the existence of freeform skills that makes point disparity even more irritating.

Right, it feels like the perfect place to balance in-combat flexibility/utility without bolting on some FATE mechanics.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


I think the biggest issue with having such a wide spread of points per class is coming up with things to spend them on, especially since you're not going to want any overlap between your skills. If my rouge has "member of the Dungeonville thieve's guild", taking "street urchin" will wind up being kind of redundant. Likewise, if I have "member of the thieve's guild" and "grew up on a farm", there's really not much else I feel I can effectively add to that.

Maybe a narrower spread of points between the classes would help; it's hard to say without seeing people making characters.

(On the subject of Fate, it kind of reminds me of when my friends and I played Spirit of the Century, where you get 10 Aspects; once you got past the obvious ones for your character it got harder and harder to come up with new ones, and by the time they got to the last two people were pretty much out of ideas.)

Mikan
Sep 5, 2007



I noticed that even with 10 points; I'd be okay with like 8 or 10 points for every class, period. I don't mind having sorta redundant backgrounds though.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Mikan posted:

I noticed that even with 10 points; I'd be okay with like 8 or 10 points for every class, period. I don't mind having sorta redundant backgrounds though.

The problem with redundant backgrounds is that you can only use one per roll, so you'd want them to be pretty distinct so you don't end up spending points on background A, then more on background B, then realizing that most of what background B does is covered by A.

I don't know how clear I'm being here. I'm very tired.

whydirt
Apr 18, 2001


Gaz Posting Brigade

I obviously haven't seen the rules, but it almost sounds like an optional lifepath system would be cool here as a tool to help players flesh out their skills. Make each step have branching paths that the player can choose either deliberately or randomly at their discretion. You could even tie these Icons into it.

Mikan
Sep 5, 2007



I should elaborate: I don't mind if backgrounds have some redundancy, since that's almost alwaya going to happen in a game with freeform skills. It's not ideal but, well.

Dr Pepper
Feb 4, 2012

Don't like it? well...


You know the whole "Wizard gets more skills" doesn't really make sense, in my eyes.

Like, the classic image of a dungeon crawling wizard is a guy who's spent most of his or her time studying in libraries to learn arcane power. Why would that person have a more rounded skillset them a warrior?

Megazver
Jan 13, 2006


So what's the setting like, in general non-NDA-scary terms?

Megazver
Jan 13, 2006


Evil Mastermind posted:

I think the biggest issue with having such a wide spread of points per class is coming up with things to spend them on, especially since you're not going to want any overlap between your skills. If my rouge has "member of the Dungeonville thieve's guild", taking "street urchin" will wind up being kind of redundant. Likewise, if I have "member of the thieve's guild" and "grew up on a farm", there's really not much else I feel I can effectively add to that.

Maybe a narrower spread of points between the classes would help; it's hard to say without seeing people making characters.

(On the subject of Fate, it kind of reminds me of when my friends and I played Spirit of the Century, where you get 10 Aspects; once you got past the obvious ones for your character it got harder and harder to come up with new ones, and by the time they got to the last two people were pretty much out of ideas.)

Yeah, in my experience five Cliches/Aspects for these games is about right.

Laphroaig
Feb 6, 2004

Drinking Smoke

Megazver posted:

Yeah, in my experience five Cliches/Aspects for these games is about right.

I'm going to throw a dart and say 7. That way you have 5 Cliches, and then 2 things the player makes up because they've run out of cliches.

Verdugo
Jan 5, 2009


Having a boring class is perfectly fine. I have one "boring" player in my 4e game, who only does vanilla stuff, but still RP's and has a great time, even though he's "missing out" by not taking advantage of system mastery. As opposed to another guy who is all about system mastery. Having characters they're both happy with and go with their playstyle is a bonus.

fosborb
Dec 15, 2006



Megazver posted:

So what's the setting like, in general non-NDA-scary terms?

Jesus gently caress that's hard.

Standard fantasy empire with oceans and forests and hell holes and living dungeons. At this point in development, it feels mostly designed to offer adventure seeds. Here's some cities, here's dangerous areas, here's weird areas, here's where the Icons are the most powerful.

All of this could change dramatically, but right now the tone is to treat the fluff as tools and to encourage exploration of "blank space" on the map.

In general, crazy magic poo poo happens up in the clouds, crazy evil stuff happens underground, and everyone mixes it up and kills each other on the land while the Icons attempt to grab more power or at least maintain the balance they have.

There aren't really set events associated with the setting -- it's almost entirely descriptions of what people, entities, and organizations do. That said there are some points of history. Most of it is very brief motivations for Icons like "Icon X wants revenge for this past event" or its racial origin stories "Half elves exist because Y."

Best I can say, you don't need to learn the fluff by reading a million lovely novels when you were a teenager -- a single read through will probably cover you, with rereading bits for your session and looking up specific places for inspiration.

ImpactVector
Feb 24, 2007

Look, that rock came from space. You don't own space, so stop acting like you do.

Evil Mastermind posted:

(On the subject of Fate, it kind of reminds me of when my friends and I played Spirit of the Century, where you get 10 Aspects; once you got past the obvious ones for your character it got harder and harder to come up with new ones, and by the time they got to the last two people were pretty much out of ideas.)
I think FATE gets away with having so many freeform descriptors because there's usually some kind of structure to about 3-5 of them, like the cameo episode aspects of SotC. If you didn't have those you'd really be reaching by the end.

Chaltab
Feb 16, 2011

So shocked someone got me an avatar!


fosborb posted:

Jesus gently caress that's hard.

Standard fantasy empire with oceans and forests and hell holes and living dungeons. At this point in development, it feels mostly designed to offer adventure seeds. Here's some cities, here's dangerous areas, here's weird areas, here's where the Icons are the most powerful.

All of this could change dramatically, but right now the tone is to treat the fluff as tools and to encourage exploration of "blank space" on the map.

In general, crazy magic poo poo happens up in the clouds, crazy evil stuff happens underground, and everyone mixes it up and kills each other on the land while the Icons attempt to grab more power or at least maintain the balance they have.

There aren't really set events associated with the setting -- it's almost entirely descriptions of what people, entities, and organizations do. That said there are some points of history. Most of it is very brief motivations for Icons like "Icon X wants revenge for this past event" or its racial origin stories "Half elves exist because Y."

Best I can say, you don't need to learn the fluff by reading a million lovely novels when you were a teenager -- a single read through will probably cover you, with rereading bits for your session and looking up specific places for inspiration.
There's also rules for having relationships with the Icons baked in. You can determine if one of them kind of likes you, or is iffy, or hates your guts and wants you dead. It's a cool way to build some basic narrative control into the game.

Mikan
Sep 5, 2007



Verdugo posted:

Having a boring class is perfectly fine. I have one "boring" player in my 4e game, who only does vanilla stuff, but still RP's and has a great time, even though he's "missing out" by not taking advantage of system mastery. As opposed to another guy who is all about system mastery. Having characters they're both happy with and go with their playstyle is a bonus.

I'm starting to get sick of explaining this, it's been covered a while bunch of times in this thread that there's no reason to make a class Boring People Only when other classes can be dialed up and down.

A boring class isn't perfectly fine regardless, you can make a class interesting without making it dumb.

Xand_Man
Mar 2, 2004


Having a feat that unlocks small bonuses for description (a la Vance's) would be a cool middle-ground. Be a barbarian, hulk out all the time, but have some other options.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Mikan posted:

I'm starting to get sick of explaining this, it's been covered a while bunch of times in this thread that there's no reason to make a class Boring People Only when other classes can be dialed up and down.

A boring class isn't perfectly fine regardless, you can make a class interesting without making it dumb.
Maybe they just want a simple class for people who don't want any complications at all? That's not an inherently bad thing.

Seriously, man, calm down. You're getting way too worked up over this.

moths
Aug 25, 2004



I was actually looking for a no-frills class to just run through combat a few times to get the jist of it. (I didn't get to the barbarian yet, so I'm trusting you guys on this.)

It's thematically appropriate (and a little clever) to have a straightforward barbarian, complicated rogue. The experience of playing the class is tied to its nature, and that's pretty OK. I wouldn't mind a harder-to-play barbarian, but their schtick has always been Naked Fighter + Incredible Hulk.

The real question is are they literate?

whydirt
Apr 18, 2001


Gaz Posting Brigade

Also they should be called berserkers, barbarian signifies a culture not an occupation

Locus Cosecant
Jan 12, 2008


This sounds really interesting, but I gotta say I'm worried about how much storygaming nonsense is going to end up in it. Can the "collaborative storytelling" bits be cut out if we just want a mechanically-improved version of 4e, or is it woven into the system at a deep level?

Adbot
ADBOT LOVES YOU

Xand_Man
Mar 2, 2004


From what I've seen the 'collaborative story-telling' components are mostly using Story Game practices as the GM. Failing forward, keep an eye on the narrative, etc. IMO it does feel pretty "old school".

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply
«93 »