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<blockquote data-quote="ruemere" data-source="post: 3163314" data-attributes="member: 5515"><p>Too much rock'n'roll. And, in addition, you propose another trait to keep track of.</p><p></p><p></p><p>So what do you do when the rolls disagree with player's character concept?</p><p></p><p></p><p>The wealth increase rate of a moderately succesful adventuring party is atrocious. I'd prefer people to pay with their character health (and deal with subsequent recovery) instead of hauling sacks of costly ingredients.</p><p></p><p></p><p>I would not mind buffs if the bestowed powers were reasonable. If a buffed combatant is vastly superior to anything else on a battlefield, it tends to diminish the hero factor. Also, it takes one supercharged character to break the game (by killing the softies, i.e. non combat oriented characters).</p><p></p><p>The overuse of transportation spells tends to reduce importance of travelling, borders, distances, fortifications, labyrinths, islands, mountains, jungles, planes and so on. In short, the element of mundane architecture and geography loses its appeal. </p><p>Also, the infamous SH&T combo can easily reduce any monarchy to anarchy within fifteen minutes. </p><p>(SH&T - Scry, Haste & Teleport, also used to describe any raid type of action during which supercharged group of characters assassinates key figures of opposing force - particularly succesful against any type of lawful government, difficult or impossible to prevent for anyone relying on core rules).</p><p></p><p></p><p>"Say-Lee, you've failed your roll. You die. Roll another character. Ooops, you failed another roll. You die. Roll another character. Oops, you failed again. Dice don't like you today, roll another character."</p><p></p><p>(clinical death)</p><p></p><p>I'm talking about streamlining the rules and improving the scaling of the system. Since it seems that you haven't run as many high level campaigns as I did, let me inform you about several rather cumbersome issues.</p><p></p><p>At higher levels amounts of hitpoints deducted through damage practically eliminate "dying" condition from the game. Whenever one takes 30 or 40 points of damage, it is rather improbable to hit -1...-9 range. Usually one either is left standing (0+) or dead (-10 and less). BAD SCALING.</p><p></p><p>Numerous high level spells take advantage of weakness of particular classes of characters. Direct damage destroys spellcasters, death spells take care of rogues and mind control eliminates weak-willed warriors. At low levels spell casters usually end up dying, rogues and warrios have about 30-40% chance to save. At higher levels similar tactics change outcome from dangerous (disabling and removing character from encounter) to deadly (killing and removing character from adventure). DISRUPTIVE.</p><p></p><p>Stereotyping the roles (as mentioned above) leads to uninventive rock-paper-scissors gameplay, overuse of buff spells and, worst of all, unbalanced encounters (generic encounters become dangerous if a team of likeminded characters sharing similar weaknesses appears, say... a military patrol meets a Kobold Sorcerer with Charm Person). </p><p></p><p>In short, the game should scale well up to 100th level, not merely to 8-9th (the average level, where differences in power become drastic... 9th caster level level fireball vs 9th level wizard hitpoints, 9th caster level Heightened Hold Person vs 9th level Fighter and so on).</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3163314, member: 5515"] Too much rock'n'roll. And, in addition, you propose another trait to keep track of. So what do you do when the rolls disagree with player's character concept? The wealth increase rate of a moderately succesful adventuring party is atrocious. I'd prefer people to pay with their character health (and deal with subsequent recovery) instead of hauling sacks of costly ingredients. I would not mind buffs if the bestowed powers were reasonable. If a buffed combatant is vastly superior to anything else on a battlefield, it tends to diminish the hero factor. Also, it takes one supercharged character to break the game (by killing the softies, i.e. non combat oriented characters). The overuse of transportation spells tends to reduce importance of travelling, borders, distances, fortifications, labyrinths, islands, mountains, jungles, planes and so on. In short, the element of mundane architecture and geography loses its appeal. Also, the infamous SH&T combo can easily reduce any monarchy to anarchy within fifteen minutes. (SH&T - Scry, Haste & Teleport, also used to describe any raid type of action during which supercharged group of characters assassinates key figures of opposing force - particularly succesful against any type of lawful government, difficult or impossible to prevent for anyone relying on core rules). "Say-Lee, you've failed your roll. You die. Roll another character. Ooops, you failed another roll. You die. Roll another character. Oops, you failed again. Dice don't like you today, roll another character." (clinical death) I'm talking about streamlining the rules and improving the scaling of the system. Since it seems that you haven't run as many high level campaigns as I did, let me inform you about several rather cumbersome issues. At higher levels amounts of hitpoints deducted through damage practically eliminate "dying" condition from the game. Whenever one takes 30 or 40 points of damage, it is rather improbable to hit -1...-9 range. Usually one either is left standing (0+) or dead (-10 and less). BAD SCALING. Numerous high level spells take advantage of weakness of particular classes of characters. Direct damage destroys spellcasters, death spells take care of rogues and mind control eliminates weak-willed warriors. At low levels spell casters usually end up dying, rogues and warrios have about 30-40% chance to save. At higher levels similar tactics change outcome from dangerous (disabling and removing character from encounter) to deadly (killing and removing character from adventure). DISRUPTIVE. Stereotyping the roles (as mentioned above) leads to uninventive rock-paper-scissors gameplay, overuse of buff spells and, worst of all, unbalanced encounters (generic encounters become dangerous if a team of likeminded characters sharing similar weaknesses appears, say... a military patrol meets a Kobold Sorcerer with Charm Person). In short, the game should scale well up to 100th level, not merely to 8-9th (the average level, where differences in power become drastic... 9th caster level level fireball vs 9th level wizard hitpoints, 9th caster level Heightened Hold Person vs 9th level Fighter and so on). Regards, Ruemere [/QUOTE]
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