Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this: *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full commentPondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill or several.
*Skills can vary with type of game - DRIVE, for instance isn't necessarily a useful skill for a fantasy game where most vehicles are animal powered. Handle Animal you say? As would I, but, should Handle Animal be generalized to all animals? Can a horse trainer equally be a lion tamer? I say no. But, If we generalize Handle Animal and produce sub-skills therein (Horses, Lions, Dogs, etc.), we can say that a skill an be flexible contingent on another factor. What might that be? See below.
*Advancement - Should a character that makes little use of a certain skill advance the same as one who makes greater use? IMO, no. How do we progress then? This is where we are with our playtesting.
SUMMERY:
*Skills should be an optional, but in the basic package.
*The list should include general/specific skills (under different game types - fantasy, sci-fy, dark age, etc.) The ability score to represent should be flexible depending on the group (i.e. - Climb might be Str or Dex based or average of both).
*A skill that can be broken down into sub-skills can be adjudicated by ability score modifiers. Handle Animal (potentially based out of Cha) might cover one or more animal types based on modifier.
*Base Modifier - IMO the Skill Die works.
*Advancement - Feat based. All start with their (four?) skills (which may have subs, broadening variety) and beginning level Skill Die (d8?). Buy Skill advancement with feats - die increase, specialist, etc.)
I've come to hate feats. They have this annoying tendency to 'bloat'. The worst kind are the ones granting fiddly conditional bonuses. Just replace all of them by templates that grant a set of abilities that work well together. THis also eliminates the need for system mastery, another thing I've come to dislike.
(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all...
View full comment(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all Clerics is a little more rounded, especially if each is a cleric of a different God/Domain so they are better able to sub for missing archetypes, but still, their not quite as good at AOE as if they had a Wizard type, they aren't as good at trap-finding than if they had a Rogue, etc... A group of all Wizards is drastically hurting in the AC and HP departments. Much weaker in toe to toe fighting, however, with properly diverse spell selection, they can handle a lot of situations. They are still shy on healing.
Reward good Role-playing, reward good Character Building, reward good Background/storytelling, and reward good Party Building. Simple as that!
I love playing clerics, but I also like the option of DMing a world inspired by Lord of the Rings or Game of Thrones - both settings with lower magic and less healing. Just as Mike Mearls likes to run an all day castle siege, and Chris Perkins a new campaign with lots of political intrigue, I think the basic rules should allow for an easy to use option for non-magical, or more rare, or slower forms of healing. Keep up the good work, Mike - and thanks as always for listening!
This does not square with my experience of female gamers. The most common complaint I get from women at the table is that they're bored by number-crunching and cautious exploration, and want to fast-forward to the part where they get to strew monster guts all over the dungeon (preferably described by the DM in graphic detail). As far as relationships go, it's mostly seducing bad guys to gain the advantage over them, or casual sex with no consequences. The only players I've ever seen looking for...
View full commentThis does not square with my experience of female gamers. The most common complaint I get from women at the table is that they're bored by number-crunching and cautious exploration, and want to fast-forward to the part where they get to strew monster guts all over the dungeon (preferably described by the DM in graphic detail). As far as relationships go, it's mostly seducing bad guys to gain the advantage over them, or casual sex with no consequences. The only players I've ever seen looking for in-game love and romance have been male.
I think their are factors that make romance in campaigns more likely. A DM can increase their chances of romance or other high roleplay options by just creating a more interactive world. Players should feel a part of the world rather than a game peice being railroaded from one dungeon to the next. Npcs should be given flavor so that players remember them and want to spend more time with them. Players need to take the attitude that the world and its cast of characters are not just numbers to be...
View full commentI think their are factors that make romance in campaigns more likely. A DM can increase their chances of romance or other high roleplay options by just creating a more interactive world. Players should feel a part of the world rather than a game peice being railroaded from one dungeon to the next. Npcs should be given flavor so that players remember them and want to spend more time with them. Players need to take the attitude that the world and its cast of characters are not just numbers to be added or subtracted. I have found that in campaigns where the DM encourages a backstory are more likely to have romances. When romance does happen in a campaign I find the player is more emotionally engaged, especially if the gm uses it in the plot. I think it also depends on the people involved, male or female, if romance is something they want from a story it will happen.
Sudden Death was Awesome. I've spent the last 4-5 days (since last Wednesday) looking up the Article Archives for the next instalment of the DM Experience. Hope to see it soon, your stories and tips are just awesome. If not for being inspired by your Column, I would never have taken the step to become a DM.
View full commentSudden Death was Awesome. I've spent the last 4-5 days (since last Wednesday) looking up the Article Archives for the next instalment of the DM Experience. Hope to see it soon, your stories and tips are just awesome.
If not for being inspired by your Column, I would never have taken the step to become a DM.
Roleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring. Easiest irl examples for 5min workday are: You are doing a project... You are working... You are playing a team based sport... ...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
View full commentRoleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring.
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then goes home.
Personally I would't want to continue playing sports/working/do projects/roleplay with that kind of person and would think that she's a jerk ^^'
I'm sure that my PCs would fire that kind of PCs from the party and offgame suggest that maybe the player souldn't play caster. Our long time wizard responded to me, when I told that other groups are having problems with 5min workdays, that this is a roleplaying not a computer game.
I'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on...
View full commentI'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on playability.
I like the racial archtypes created by racial penalties as well, but my playgroup is full of oldschool players anyway, so regardless of what the rules say, we never have Elves with 16+ Constitution; its just lore that we'll never let die. So whether or not they include the racial penalties in the mechanics, they'll always show up when ya want 'em to.
Floating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I...
View full commentFloating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I like the idea of racial penalties. An Elf and a Half-Elf should generally have similar wisdom, but the Elf should normally have the lower constitution score. I feel like the penalties -- in addition to making it possible to add more bonuses without becoming overpowered -- really make it possible for the races to each have a truly unique feel (and a truly unique physiology/personality).
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full comment