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<blockquote data-quote="(un)reason" data-source="post: 5761134" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 259: May 1999</u></strong></p><p></p><p></p><p>part 2/7</p><p></p><p></p><p>Forum: Jesse Mix thinks half the problem of people complaining about classes being underpowered is not because they actually are, but because people these days are spoiled, and want to play badasses right from the start. You need to change their crappy attitudes, not the game. Excuse me for a second. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />fff: Might as well tell the tide to stop coming. </p><p></p><p>Leon Chang wants a skill based system, using templates to represent classes a la GURPS. Wait. Doesn't GURPS already do that? Nahh, that'd be too easy. </p><p></p><p>Jim Bobb wants the game to return to a mix of basic D&D and AD&D 1e. Modern developments mostly suck. Mostly. </p><p></p><p>Allen Mixson once again lets us know how much of a bugger an axe is to wield. You can have your toes off with a fumble. But weapons on the whole should be more balanced than they are, keep lots of options attractive to players. </p><p></p><p>Michael P. Kellam is another person who dislikes the idea of spell points, but thinks wizards do need a little more flexibility than the current system offers. In the process, we see another proto-sorcerer idea presented for review. </p><p></p><p>Daniel Bates is the token reactionary for the idea of standardising cleric & wizard spell levels. It would grossly overpower clerics, with all their other benefits. That depends how powerful the spells at each level are. Classes do not have to operate on the same scale even if they have the same degrees of granularity. </p><p></p><p>John Wade reminds us that while some classes are better than others, all are needed for a well balanced party able to handle any situation. That should be the case in theory, anyway. </p><p></p><p>Tom McGreenery thinks game balance is less important than everyone having an interesting character. Actually, which is easier, making rules that always give you balanced characters, or that always give you interesting characters. Neither is particularly easy, particularly when dealing with idiot players. </p><p></p><p>Pieter Sleijpen thinks the game ought to be strong enough that GM's don't have to change things to keep control of it. House rules are, to some degree, an admission the game isn't perfect naturally. </p><p></p><p></p><p>Dungeoncraft: Having done religion last month, it's time to tie in another topic we've seen before, but not in a while. Linguistics and naming conventions. As with previous ones, Ray tries to get us through this without putting too much effort into it. You could use existing languages, or even just give things english names based on their meanings in game, with the understanding that they aren't actually speaking english in the actual world. Basically, rip off stuff that works and sounds good, left, right and centre, but make sure your players are on the same page, and try and maintain a modicum of consistency. He then continues to go back and apply these lessons to the previous articles, filling in the names of the things he created then, tying them all together into a larger whole that rewards rereading. He also starts playing Sage as well, giving advice not on rules questions, like Skip, but on handling of players. So he's settling into a routine, and getting into a position where he has feedback to pay attention too. If he pays attention to it, he should continue to improve. I become increasingly enthusiastic about seeing how long this goes on for.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5761134, member: 27780"] [B][U]Dragon Magazine Issue 259: May 1999[/U][/B] part 2/7 Forum: Jesse Mix thinks half the problem of people complaining about classes being underpowered is not because they actually are, but because people these days are spoiled, and want to play badasses right from the start. You need to change their crappy attitudes, not the game. Excuse me for a second. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! :pfff: Might as well tell the tide to stop coming. Leon Chang wants a skill based system, using templates to represent classes a la GURPS. Wait. Doesn't GURPS already do that? Nahh, that'd be too easy. Jim Bobb wants the game to return to a mix of basic D&D and AD&D 1e. Modern developments mostly suck. Mostly. Allen Mixson once again lets us know how much of a bugger an axe is to wield. You can have your toes off with a fumble. But weapons on the whole should be more balanced than they are, keep lots of options attractive to players. Michael P. Kellam is another person who dislikes the idea of spell points, but thinks wizards do need a little more flexibility than the current system offers. In the process, we see another proto-sorcerer idea presented for review. Daniel Bates is the token reactionary for the idea of standardising cleric & wizard spell levels. It would grossly overpower clerics, with all their other benefits. That depends how powerful the spells at each level are. Classes do not have to operate on the same scale even if they have the same degrees of granularity. John Wade reminds us that while some classes are better than others, all are needed for a well balanced party able to handle any situation. That should be the case in theory, anyway. Tom McGreenery thinks game balance is less important than everyone having an interesting character. Actually, which is easier, making rules that always give you balanced characters, or that always give you interesting characters. Neither is particularly easy, particularly when dealing with idiot players. Pieter Sleijpen thinks the game ought to be strong enough that GM's don't have to change things to keep control of it. House rules are, to some degree, an admission the game isn't perfect naturally. Dungeoncraft: Having done religion last month, it's time to tie in another topic we've seen before, but not in a while. Linguistics and naming conventions. As with previous ones, Ray tries to get us through this without putting too much effort into it. You could use existing languages, or even just give things english names based on their meanings in game, with the understanding that they aren't actually speaking english in the actual world. Basically, rip off stuff that works and sounds good, left, right and centre, but make sure your players are on the same page, and try and maintain a modicum of consistency. He then continues to go back and apply these lessons to the previous articles, filling in the names of the things he created then, tying them all together into a larger whole that rewards rereading. He also starts playing Sage as well, giving advice not on rules questions, like Skip, but on handling of players. So he's settling into a routine, and getting into a position where he has feedback to pay attention too. If he pays attention to it, he should continue to improve. I become increasingly enthusiastic about seeing how long this goes on for. [/QUOTE]
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