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1 year ago ::
Apr 09, 2012 - 11:50AM
#31
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Date Joined:
Feb 25, 2012
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Balance centric. Get the balance straight, that's the designer's job. I'm a DM, I thrive in flavor, I create my own on a daily basis. And so does everyone playing. Get the rules straight, get us a fun game (and no unbalanced game is fun for long). That should be the designer's focus.
Then you can also have lots of flavor and even flavorful unbalanced modules in campaign books where I can just disregard them. But I want balance first and foremost in the head of the designers when creating mechanics.
But the designers hardwire things into the system via mechanics. If things like monster abilities, racial qualities, class abilities, spells/rituals, and rules in general are created for the sake of balance over flavor, then flavor is likely to be sacrificed somehow. There are lots of things you can reflavor as you see fit, as a DM and player. But some things, like what vampires do, or mind flayers, or how wizards' spells work are pretty tough to ad hoc your way through.
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1 year ago ::
Apr 09, 2012 - 11:58AM
#32
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Should the design of monsters/spells/magical items etc be flavoured-centric or balance-centric. To explain what I mean with those concepts:
Flavor-centric: The monster/spell/item/power is designed with little regards to balance. Text and rules intermingle to generate something that feels right as the author is designing it. Afterwards, one tries to get a general feel for the creation and adds an approximate CR in comparison to similar creations. Additional tweaks are added to get the balance right. This approach is not vey scientific and will at times cause balance to err, but it gives a unique feel to the creation that sets it apart from others.
Example: 3e vampire blood drain A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Balance-centric: To ensure that balance is maintained, one tries to use known appraisable powers, areas and effects to build powers that aims to give the feeling one is looking for. One can calculate the CR based on whatever was put into the monster/spell/item/power, making it easily comparable to other similar creations. Any text added is primarily used to add some flavour but will generally not affect the creation from a rules perspective as free-form powers are hard to compare.
Example: 4e vampire blood drain (Standard action, Recharge when adjacent becomes bloodied, Requires Combat Advantage) +X vs Fort, 2dY+Z Damage, Weakened - Save Ends, Vampire regains X Damage. ----
The flavor-centric approach has more complex rules involving grapple checks, different results depending on whether pin lasts, and whether additional attacks succeed. It really feels like a vampire grabbing hold of the target, drawing blood, trying to hold it steady while it drains more and more life. The power feels made for the vampire. However, the complex rules involved will make it inherently hard to compare against other powers.
The balance centric approach is working completely in standard battle terms. Each part of the power is easily recognizable from other powers and can be evaluated and compared. The power however has removed the feeling of a vampire grabbing hold its target and draining it. The benefit of a better balance has been traded for reduced flavor, making the power feel more generic.
Now I prefer the balance approach, but this is a very poor example, and is quite wrong in its implications. There is no inherent reason the flavor-centric approach will have the more complex rules. In fact, the flavor-centric approach can get by with almost no rules at all. [The plot requires you to win this fight? OK, a 2 hits.] It is the balance approach that needs complex rules in order to achieve that balance.
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1 year ago ::
Apr 09, 2012 - 12:05PM
#33
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Date Joined:
Jan 15, 2009
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Game designers do game designers job... as the players and DMs well the flavor of the game is going to be ours after it gets out the door
And yes Emerikol you are right its a false dichotomy.
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1 year ago ::
Apr 09, 2012 - 12:06PM
#34
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Date Joined:
Jan 18, 2012
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Flavor is mutable and subjective. Balance is not.
Therefore, balance must always take precedence.
Yeah, but they aren't mutually exclusive. It's about which one you start with, and which one is more important. Since D&D is a storytelling game, the flavor is where you start, since you ask what kind of stories can people tell. Then you work on mechanics to support the flavor so you can figure out what happens when people try things.
That's what the panel said at the weekend. A game setting (fluff) needs rules (crunch) to support it and those rules in turn shape player expectations that shapes decision making in the game (crunch) which in turn creates the unfolding story (fluff).
An example that was given was climbing. If you intend for characters to climb ropes in the setting (fluff) there needs to be rules to support that (crunch) so that players know how likely their characters are to succeed at climbing a rope (crunch) and that shapes how likely the player is to try it (fluff).
Remember: Balance=/=Anti-Flavour and Flavour=/=Lack of Balance. They are not different ends of the same thing, but exist on different axis.
Though what this thread is really seems to be discussing is not wither there should be a flavour-focused design (there has never been an edition where flavour did not come first in the design process - yes, even 4th edition) but wither flavour should be intrinsic to any part of the rules.
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1 year ago ::
Apr 09, 2012 - 12:13PM
#35
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Date Joined:
Aug 19, 2007
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Balance centric. Get the balance straight, that's the designer's job. I'm a DM, I thrive in flavor, I create my own on a daily basis. And so does everyone playing. Get the rules straight, get us a fun game (and no unbalanced game is fun for long). That should be the designer's focus.
Then you can also have lots of flavor and even flavorful unbalanced modules in campaign books where I can just disregard them. But I want balance first and foremost in the head of the designers when creating mechanics.
But the designers hardwire things into the system via mechanics. If things like monster abilities, racial qualities, class abilities, spells/rituals, and rules in general are created for the sake of balance over flavor, then flavor is likely to be sacrificed somehow. There are lots of things you can reflavor as you see fit, as a DM and player. But some things, like what vampires do, or mind flayers, or how wizards' spells work are pretty tough to ad hoc your way through.
Really? What flavor does a vampire bite have? A drain attack: you take damage, he gains life. The example given in the OP is perfect in this regard: the mechanics are practically identical, with little to no difference, except in the fact that the 3.5 version had broken ugly ability score damage mechanics while the 4E version is balanced, can actually be used rather than just abused in combat, and is more elegant in its execution. Flavor lost: none. Mechanics improved: HELL yes.
Mind flayer blast? It's a psychic stun attack. Beholder eyes? Ray attacks with various effects, more playable when well balanced. It is easy to represent flavor with good mechanics if you start by keeping an eye on balance and just changing the concept if it's broken.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Apr 09, 2012 - 12:14PM
#36
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I'm for flavor-centric.
I don't buy the "go fluff yourself" theory presented by some of the other members. It works really well for board games but it doesn't for RPG, at least not if you're trying to sell the game to people like me. You have a cool concept, you try to modelize it as accurately as possible, eventually creatie a new sub-system, you try it, eventually rework your model and so on. That's how I like it. The model has to be simple enough to be useable and it has to be balanced compared to the other abilities. If it's not balanced, then it needs to be higher level.
Don't get me wrong balanced and simple rules are important. But I would much rather risk the occasional unbalanced spell or feat that I will just remove from the game than have a game that is overall dull in the name of balance. I think the added immersion is worth the risk.
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1 year ago ::
Apr 09, 2012 - 12:21PM
#37
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Date Joined:
Jan 15, 2009
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As a character designer - I like to think in terms of what I want my character to be able to do then find the mechanics to back it within the games system.
Sounds like I like flavor to be the starting point then I support it with what I presume are balanced mechanics. I dont want making the mechanics balanced to be my job.
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1 year ago ::
Apr 09, 2012 - 12:21PM
#38
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Date Joined:
Jun 29, 2008
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Now I prefer the balance approach, but this is a very poor example, and is quite wrong in its implications. There is no inherent reason the flavor-centric approach will have the more complex rules. In fact, the flavor-centric approach can get by with almost no rules at all. [The plot requires you to win this fight? OK, a 2 hits.] It is the balance approach that needs complex rules in order to achieve that balance.
A flavor-centric approach needs balance as well I think. A monster in the MM that requires only a 2 to hit would not be very fun.
The flavor-centric approach is more difficult to balance I think because it is not rule-centric, instead it is focused on whatever you are trying to create. I.e. when you are creating a monster you are thinking about the monster primarily, you are not thinking in game terms.
Thus if a monster's flavour calls for an affected PC to turn suicidal you do not consider whether the battle rules has an effect called [Suicidal] among [Dazed] and [Staggered], instead you write the effect of suicidal down on the monsters attack.
This monster might be the only one that will ever use the [suicidal] effect. But how does suicidal compare to staggered? How does it compare to stunned? There will be few precedents which means that each monster will more often needs to be balanced by itself, rather than against known parameters which I think increases the chance for a poorly set challenge rating.
Also as a DM such attacks will more often move away from the comfort zone of Attack vs Will/Fort/Ref/AC which means there will probably be more reading since a text block of rules is harder to consume than the short attack block with known effects.
The Character Initiative
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Every time you abuse the system you enforce limitations. Every time the system is limited we lose options. Breaking an RPG is like cheating in a computer game. As a DM you are the punkbuster of your table. Dare to say no to abusers. Make players build characters, not characters out of builds.
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1 year ago ::
Apr 09, 2012 - 12:23PM
#39
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Really? What flavor does a vampire bite have? A drain attack: you take damage, he gains life. The example given in the OP is perfect in this regard: the mechanics are practically identical, with little to no difference, except in the fact that the 3.5 version had broken ugly ability score damage mechanics while the 4E version is balanced, can actually be used rather than just abused in combat, and is more elegant in its execution. Flavor lost: none. Mechanics improved: HELL yes.
I see a big difference in flavor. In 4th edition, you go "oh, the vampire bit me; oh, it bit me again; damn mosquito!". In 3rd edition, you go "oh crap, guys help, get this sticky mother f... off of me before I die!"
I personaly love all these giant toad tongue attacks that draw you a bit closer to death every round, or the mind-flayer's tentacles the wrap around your head one by one and then you die, or a dragon snatching you an chewing your arse off.
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1 year ago ::
Apr 09, 2012 - 12:26PM
#40
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I think I may be crazy, but I see the 4e version as way more flavorful than the 3e one. The 3e vampire needs to in combat give up a few turns to pin his opponent. When combat is already quite abstract in D&D taking a few rounds struggling just try and bite someone seems a bit far fetched. On top of that con damage? At 1d4 a round it takes a vampire over 30 seconds to start grapple, pin, and then fully drain a commoner. Also, why does con loss necessarily represent blood loss? With abstract HP is con damage needed? I see a vampire as far more likely to be biting and a for briefly in combat moreso than sitting there maintaining a pin while the rest of the party hacks you to pieces. Just because the 3e vampire has more rules and subsystems doesn't mean it is more flavorful. Go watch some vampire movies and see if any vampires pull some 3e blood drain in combat.
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