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Legends & Lore 09/03 - RPG design philosophy
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<blockquote data-quote="howandwhy99" data-source="post: 6007397" data-attributes="member: 3192"><p><u>Point <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1" target="_blank">#1</a> </u> is essential for me too. It's like designing a great sports car: If I'm too tall to fit inside, it doesn't matter how fast the car goes. But a well designed vehicle, game or car, is a wonderful thing. After you've changed everything to your settings it should simply *feel* right. </p><p></p><p>I love driving that car. I should love running that game.</p><p></p><p><u>Point <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2" target="_blank">#2</a> </u> I disagree with in one major way: Player Characters should not be balanced against each other, but the world of challenges they face. Players, not designers or even DMs, should balance their character during the game. That's what cooperation means in a game. The players have to do it to survive and thrive, not rely on some baked in game design.</p><p></p><p>Take into account the group, maybe some PCs are 10th level, maybe some are 1st. Players trade off until everyone feels they are capable as a team. Choose your challenges wisely according to what everyone wants. Not everyone is going to want the same thing. Different classes receive different XP for different accomplishments. This is why each class has their own XP total. </p><p></p><p>Take into account the environment. Can everyone survive the cold weather? Can everyone teleport, if we need to escape. Does everyone have a +1 weapon to actually hit devils when we take Hell's bus tour.</p><p></p><p>Take into account the situation. Characters should not only grow, but be able to change according to the challenge at hand. There is a reason you carry the warhammer even though the 2-handed frost claymore is your favorite. Tracking down information in town means preparing an entirely different retinue of spells. And sometimes you just don't want everything you own on you when you travel to the beetle infested caves of rust.</p><p></p><p>All that said, every level should be within the scope of every other. Not all characters should be the same level by default, that shortchanges individual accomplishment, but 10th level challenges should be possible to beat at 1st, however difficult to do so. With the help of a fellow PC who is 10th level, any party should have a better chance. A mixed party should probably be focusing on challenges somewhere in the middle however, but even then it's not quite so clear cut. Race matters, Items matter, and Class especially matters. Combat challenges will be better balanced for warriors just as magic challenges are for wizards. </p><p></p><p>The Dungeon! boardgame was a great inspiration for D&D and provides insight into understanding why different classes can have different XP requirements and still play together. Scopes can be larger or smaller depending upon the class Class being played, but they should still be relatively similar, and definitely NOT overlap in each one's niche.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6007397, member: 3192"] [U]Point [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] [/U] is essential for me too. It's like designing a great sports car: If I'm too tall to fit inside, it doesn't matter how fast the car goes. But a well designed vehicle, game or car, is a wonderful thing. After you've changed everything to your settings it should simply *feel* right. I love driving that car. I should love running that game. [U]Point [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL] [/U] I disagree with in one major way: Player Characters should not be balanced against each other, but the world of challenges they face. Players, not designers or even DMs, should balance their character during the game. That's what cooperation means in a game. The players have to do it to survive and thrive, not rely on some baked in game design. Take into account the group, maybe some PCs are 10th level, maybe some are 1st. Players trade off until everyone feels they are capable as a team. Choose your challenges wisely according to what everyone wants. Not everyone is going to want the same thing. Different classes receive different XP for different accomplishments. This is why each class has their own XP total. Take into account the environment. Can everyone survive the cold weather? Can everyone teleport, if we need to escape. Does everyone have a +1 weapon to actually hit devils when we take Hell's bus tour. Take into account the situation. Characters should not only grow, but be able to change according to the challenge at hand. There is a reason you carry the warhammer even though the 2-handed frost claymore is your favorite. Tracking down information in town means preparing an entirely different retinue of spells. And sometimes you just don't want everything you own on you when you travel to the beetle infested caves of rust. All that said, every level should be within the scope of every other. Not all characters should be the same level by default, that shortchanges individual accomplishment, but 10th level challenges should be possible to beat at 1st, however difficult to do so. With the help of a fellow PC who is 10th level, any party should have a better chance. A mixed party should probably be focusing on challenges somewhere in the middle however, but even then it's not quite so clear cut. Race matters, Items matter, and Class especially matters. Combat challenges will be better balanced for warriors just as magic challenges are for wizards. The Dungeon! boardgame was a great inspiration for D&D and provides insight into understanding why different classes can have different XP requirements and still play together. Scopes can be larger or smaller depending upon the class Class being played, but they should still be relatively similar, and definitely NOT overlap in each one's niche. [/QUOTE]
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