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  1. X

    What's really at stake in the Edition Wars

    Malice is personal. This is not what edition wars are primarily about, I think. If the target of my malice liked 3e, I would bash 3e. If, later on, the target of my malice changed opinion and did not like 3e, I would praise 3e. This is not what edition wars are about, I think.
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    leveling vs "locationing"

    Yeah, treasure can be used as a strategic element or resource in the concept of "locationing". Treasure has its prerequisites: you need to search for it, you need to carry it in lieu of something else and perhaps you will need to defend it against some predator. These all make very good...
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    leveling vs "locationing"

    All good points. :) So, I guess I am trying to figure out something that can cover and make sense on the rather broad spectrum of possibilities - beyond universe threatening stories that is.
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    leveling vs "locationing"

    Yeah, I think it is close enough. I think we have to figure out the dimensions of story or plot development in a simulationist way so to try to develop these kind of mechanics. More or less how combat development is designed.
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    leveling vs "locationing"

    But this is not any different. The ratio remains equal across all levels. It is the same on level 1 and the same on level 15. So it seems levels still do not matter about this. Broken no, but I feel things are kind of incomplete. I believe that levels is a way to sort things, as you say, but it...
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    leveling vs "locationing"

    I think we are losing track with the point buy vs leveling focus. More traditional D&D is not point based but it does want to grasp the notion we are discussing here. Rangers have this class feature of favorite enemies, dwarfs fare well in subterranean environments, druids can tame nature...
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    leveling vs "locationing"

    Then give players the maps and let players track their stuff on the various locations ! :) I think 2 and 3 make part of the same problem. Indeed, I am trying to design something as concrete and simple at the same time as I can. If I had done it already I would be publicizing the mechanic :p:p
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    leveling vs "locationing"

    Btw, I think a GNS filter cannot be really applied to this discussion. It is not like it is about something more narrativist in the price of being less gamist or simulationist.
  9. X

    leveling vs "locationing"

    Ok, now we are talking! :) This is very much like what I am trying to talk about. I think there could be good use of a mechanic that could help track the game on this sort of dimension. For example a qualification of skills based on how broad or local they are along with a qualification of the...
  10. X

    leveling vs "locationing"

    Not exactly. Knowing a local language versus knowing two other different local languages does not function necessarily the way you describe here. These skills are mostly relevant to the dynamics and relations of the locations and your place in this, which is not something that can be classified...
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    leveling vs "locationing"

    Ok, lets say you are a Fighter. So, what do you have to do to earn your living? Lets say that the answer to this is connected to the answer of who trained you and why -the answer of your origins. Now, lets say that Mordor and Isengard are two different locations that interact with your origin...
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    leveling vs "locationing"

    My premise here is that what matters for enjoyment the most is advancement, period. Power is but the classic method, the one that the first rpg was designed with. Since today design draws heavily from the very first design idea -beyond the gameplay idea. But is this design necessarily optimal...
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    leveling vs "locationing"

    You are still thinking about leveling, alas it seems so hardwired :p Forget about character power or power in general. Try to forget about leveling and try to think about this: Depending on your background, when the game begins some "doors" are open and some doors are "closed". There is some...
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    leveling vs "locationing"

    leveling vs locationing So, levels seem to be the standard method of lasting gameplay in traditional rpg design. Critters of dungeon level 3 are more powerful than critters of dungeon level 2 and so on -and thus adventures and their plots are modeled. And as you know, in game design terms, you...
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    Why all the ritual hate?

    This would be a problem because the wizard player would not participate in combat. And even if he did, the ritual, would not matter gameplay wise (as a meaningful choice). For rituals, to be meaningful choices, you have to insert them as interactive parts of the whole game design structure.
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    hope of joining a current edition (What does this mean?)

    "hope of joining a current edition" From the OP of that thread about 5e. If you prefer something else why to nurture such a hope? Fear of lack of support? How much support do you really need? There are thousands of modules out there you could modify for your needs. Lack of players...
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    Issues with Social Skills: Bluff, Diplomacy, Intimidate

    I think you will always enter into problems with these social skills because they make no real world sense as to how things function in the real world. Entrances like "history" (4e) or etiquette (2e) seem to make more sense on when and how you can apply them in game. For skills or abilities you...
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    Issues with Social Skills: Bluff, Diplomacy, Intimidate

    D&D sprang from wargames. At the time there was no RPG design experience as it is now. But still, since then D&D has to keep some things the same because of its popularity. The success on "something" you are talking about has to do with something predetermined and this is tournament play that...
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    Issues with Social Skills: Bluff, Diplomacy, Intimidate

    It is the winning or losing you are talking about that I do not get. The numbers you are talking about exist due to legacy reasons. The D&D party plays differently from edition to edition but the abilities, the classes and the numbers exist the same (more or less). Up to a certain point certain...
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    Issues with Social Skills: Bluff, Diplomacy, Intimidate

    Ability choice is not there to determine winning or losing, success or failure but a means to differentiate characters and so a way to live the D&D party experience. The mentality you describe makes part of a commercial endeavor that started with RPGA and by wikipedia: "The RPGA was originally...
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