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Switch to Forum Live View What bothers me a bit about how people see balance nowadays...
4 months ago  ::  Feb 01, 2013 - 8:49PM #1381
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,544

Feb 1, 2013 -- 8:24PM, chaosfang wrote:

 I think the best way to introduce new people to the game is to fire up their imagination and make them want to game.  Now I'm not talking about JUST the fluff, I mean having them excited to play THEIR character concept from levels 1 to whatever.




When I first played D&D, I didn't know what class I wanted to be until somebody
told me that paladins are the cops of D&D. I was 14 at the time, during that I always wanted to be like my character, who filled with virtues.  I still remember spending 50 gp so a fisherman can retired
with his mother. How we laugh to tears when somebody made a joke about my paladin getting it
on with the mother while the whole room stare at us. 

I think the best way to introduce new player is to help them decide what they want their
character to be and once they famaliar with D&D, they can flesh out their character. 
It's hard to fire up their imagination if they don't know what they want. 
You got to tell them what they want then watch their imagination go loose. <--- (I think that's a saleman tactic)

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4 months ago  ::  Feb 01, 2013 - 9:12PM #1382
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,775

Feb 1, 2013 -- 8:49PM, TheOneWhoCallCrow wrote:

 
I think the best way to introduce new player is to help them decide what they want their
character to be and once they famaliar with D&D, they can flesh out their character. 
It's hard to fire up their imagination if they don't know what they want. 
You got to tell them what they want then watch their imagination go loose.  



Thats why even classless games often include premade archetypes ... they make it easy to kick start your character. The game HERO had what they called packages. A package might represent a profession, a race, a membership in an organization, knowing a martial art or many other things.  

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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4 months ago  ::  Feb 01, 2013 - 9:18PM #1383
chaosfang
Date Joined: May 1, 2009
Posts: 4,882
I dunno about the "you got to tell them what they want then watch their imagination go loose".  Nobody ever told *me* what class to play in any RPG (be it CRPG or TRPG), and considering the number of new players that I've been handling for weeks now, my sales pitch goes mostly as follows:

"Tell me, what sort of character do you want to play as?"

Not class, character.

Most people typically grasp at familiar concepts -- Legolas, Merlin, Conan, dual wielder, Moses -- and from there it's easy to tell them, "well, this class fits that description quite well because ______" then have them warm up to the idea of being able to play as whatever character concept they want using that class.  So eventually they end up playing the class I recommend because it fits the idea of their character.

EDIT: The nice thing about this approach is that it even works for those who can't make up their minds.  "I want a simple to play character", is an easy enough concept to build on -- provided the system has it in mind -- then I'd suggest a number of stuff that lets them play the way they want. 
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You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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4 months ago  ::  Feb 01, 2013 - 9:50PM #1384
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,791
Now, back when I played 1st ed AD&D I thought a lot of the rules were flat out dumb. So we changed them. One of the first things we did was get rid of weapon and armor restrictions for all classes. If a spell had a somatic component there was a chance for failure based upon armor type and shield. Otherwise no penalty.

Weapon no penalty at all. Didn't break the game at all.

Especially since the game was so inconsistent with the demi-human rules for multiclassing.  A elf fighter/magic user could use a sword and wear chain or plate no problem?  That was too inconsistent for us.

So, the stretch of making each class "feature" a general "feature" is not much of a stretch.   
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4 months ago  ::  Feb 01, 2013 - 10:12PM #1385
chaosfang
Date Joined: May 1, 2009
Posts: 4,882

Feb 1, 2013 -- 9:50PM, malcapricornis wrote:

Now, back when I played 1st ed AD&D I thought a lot of the rules were flat out dumb. So we changed them. One of the first things we did was get rid of weapon and armor restrictions for all classes. If a spell had a somatic component there was a chance for failure based upon armor type and shield. Otherwise no penalty.

Weapon no penalty at all. Didn't break the game at all.

Especially since the game was so inconsistent with the demi-human rules for multiclassing.  A elf fighter/magic user could use a sword and wear chain or plate no problem?  That was too inconsistent for us.

So, the stretch of making each class "feature" a general "feature" is not much of a stretch.   



To add to this, a simple, consistent and straightforward algorithm can solve any issues regarding classlessness (and to a certain degree even class imbalances as well).  It'd need work dev-side, but if it's polished enough, can actually work.

Doesn't have to be 4E-style "everybody follows exactly the same steps" algorithm, but it shouldn't be so wildly different that it makes designing new features or adding new classes downright horrendous in effort. 

Spoiler: Show

You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

D&D Home Page - What Monster Are You? - D&D Compendium


Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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Cancel
4 months ago  ::  Feb 01, 2013 - 10:16PM #1386
justmike1976
Date Joined: Jun 2, 2012
Posts: 1,385
elves could use chain and still cast only if it was elven chain mail as it had elven magic in it and it wouldnt interfear with casting
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4 months ago  ::  Feb 01, 2013 - 10:56PM #1387
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,791
That's not the ad&d rules for multi classing. They could use armor and weapons as a fighter if also a magic user.
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4 months ago  ::  Feb 01, 2013 - 11:28PM #1388
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,544
But I still don't see how classless is going to make D&D better. 
It's like turning Mass Effect into a classless game. It's just going to cause a major balance issue.

Do you know how much work it will take to turn 5e into a classless D&D?
You have to somehow let the player get access to all the class features abilities, but
find a balance bewteen them or the player going to pick the best combo and become overpower.

A figther with sneak attack, because he can only wear light armor. It can happen under the
classless system. 



 
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4 months ago  ::  Feb 01, 2013 - 11:37PM #1389
malcapricornis
Date Joined: Jun 15, 2008
Posts: 1,791

Feb 1, 2013 -- 11:28PM, TheOneWhoCallCrow wrote:

But I still don't see how classless is going to make D&D better. 
It's like turning Mass Effect into a classless game. It's just going to cause a major balance issue.

Do you know how much work it will take to turn 5e into a classless D&D?
You have to somehow let the player get access to all the class features abilities, but
find a balance bewteen them or the player going to pick the best combo and become overpower.

A figther with sneak attack, because he can only wear light armor. It can happen under the
classless system. 



 



Could be done. Don't think it ever will be though. 

I would just base access to what are typically called class features on prerequisites which would include attributes, level, feats, skilltraining, etc.

So being able to take sneak attack may, in a classless system, require a dex of 14. For example. Improved sneak attack dex 16, sneak attack ability, and level 3.  Just making these up off the top of my head but you get the gist.  

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4 months ago  ::  Feb 02, 2013 - 12:57AM #1390
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,544

Feb 1, 2013 -- 11:37PM, malcapricornis wrote:

Feb 1, 2013 -- 11:28PM, TheOneWhoCallCrow wrote:

But I still don't see how classless is going to make D&D better. 
It's like turning Mass Effect into a classless game. It's just going to cause a major balance issue.

Do you know how much work it will take to turn 5e into a classless D&D?
You have to somehow let the player get access to all the class features abilities, but
find a balance bewteen them or the player going to pick the best combo and become overpower.

A figther with sneak attack, because he can only wear light armor. It can happen under the
classless system. 



 



Could be done. Don't think it ever will be though. 

I would just base access to what are typically called class features on prerequisites which would include attributes, level, feats, skilltraining, etc.

So being able to take sneak attack may, in a classless system, require a dex of 14. For example. Improved sneak attack dex 16, sneak attack ability, and level 3.  Just making these up off the top of my head but you get the gist.  




Why Sneak Attack is Dex based? Won't it be Int based since you need to know where it hurts?


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