I, for once, would strongly disagree with "Let's focus back on roleplaying" opinion. I don't need rules and mechanics to roleplay. The most useless "rule" for me and mine is to let GM decide the outcome of some action. I mean, hey, I've been running games for years. I KNOW I can decide an outcome of any action, and I don't need a 40$ book to tell me that. What I want, in fact, is a system that would RELIEVE me of some of the decision making and let me focus on world-building and...
View full commentI, for once, would strongly disagree with "Let's focus back on roleplaying" opinion. I don't need rules and mechanics to roleplay. The most useless "rule" for me and mine is to let GM decide the outcome of some action. I mean, hey, I've been running games for years. I KNOW I can decide an outcome of any action, and I don't need a 40$ book to tell me that.
What I want, in fact, is a system that would RELIEVE me of some of the decision making and let me focus on world-building and story-telling, rather than trying to wind an outcome for any action the players can come up with.
If feats are gone - and I can see the disadvantage with them. There is a Pathfinder player in one of groups that is called Cheese Wiz(ard) for a reason... What will replace them? How do you distinquish your character? Themes could go a long way on that, so could class ability choices. Currently there is not enough of the game to see what this looks like. But, there needs to be a way to make a specialist fighter, a wizard that is better with some types of magic, a rogue that is better with a...
View full commentIf feats are gone - and I can see the disadvantage with them. There is a Pathfinder player in one of groups that is called Cheese Wiz(ard) for a reason... What will replace them? How do you distinquish your character? Themes could go a long way on that, so could class ability choices. Currently there is not enough of the game to see what this looks like. But, there needs to be a way to make a specialist fighter, a wizard that is better with some types of magic, a rogue that is better with a specific ability. I will be needing to make up some of these soon, as the sameness of some characters is getting old to some players. The themes that already exist offer some interesting combinations - Wizard with Healer, Fighter with Magic-User, etc. This should be continued with Non-Class abilitys that any class can take. So, a Fighter with a bit of magic could choose to get better with it. Or a Wizard Healer could get more potential Healing Items, at higher level. Of course, this looks a lot like Feats, but something is needed to fill the void.
Except then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do. NO WAY.
View full commentExcept then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do.
I think in relation to paragraph 2 above, it would be awesome if a paladin had martial dice to use but instead of straight damage they could be used to provide effects based on deity choice. For example: I follow the edicts of a god of healing and as an option I can spend a martial die on a hit allowing the party member with the lowest HP to gain HP equal to a given modifier.
What I want, in fact, is a system that would RELIEVE me of some of the decision making and let me focus on world-building and...
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