Lanefan
Victoria Rules
Minigiant said:Add a "Dungeonborn" species for symmetry
We've had them for ages, hiding in plain sight.What would that look like?
Their other name is "Dwarf".

Minigiant said:Add a "Dungeonborn" species for symmetry
We've had them for ages, hiding in plain sight.What would that look like?
If track A starts at +2 and makes its way to -2 while track B starts at -2 and over the same rough length of time gets to +2 while track C hums along at roughly 0 the whole way, that's balanced enough for me.But that isn't actually balance. Like even in a long-term sense, it's not actually balance.
It's literally not long-term balance, because in the long term, things become more unbalanced than they were before.
Instead, it is, at absolute best, temporary middle-term balance: a range of levels where the exponential wizard is comparable to the linear fighter, rather than painfully behind or ridiculously ahead.
Long-term balance looks either like oscillation, where two things repeatedly crisscross one another and neither maintains a lead for long, or like convergence, where two things take different paths to reach the same result. Middle-term balance just means you have two things genuinely comparable over some range, and anywhere else, anything goes.
Hell, it worked for WotC. It's exactly what they've done, starting right from 3e.And almost none of them will ever have any interest in starting. Which is the bigger thing, since (remember) Lanefan's arguments often boil down to "well if we force them to play X way, they'll just go along with it and then we'll change how people choose to play."
You said nobody could learn certain kinds of skills. Hence, there could not be schools, because...people don't learn them.I thought we were talking about warriors learning their trade in mercenary guilds or martial-arts schools the same as wizards learn in academic settings and guilds and clerics learn in temples or monasteries and thieves learn in guilds or on the street.
That all looks pretty much the same to me. So what am I missing?
Not "instead". In addition. This is a common error regarding 4e.What Fighters should be getting is to be the clear-cut number-one damage dealers in melee, at any level. 4e made them damage absorbers instead, but that's only halfway right: they should be both the best damage absorbers AND the best damage dealers. But somehow Rogues got given the damage-dealing piece, where their party role should be as sneaks and scouts and trapfinders with their combat abilities being a secondary thing at best.
Nope!Hell, it worked for WotC. It's exactly what they've done, starting right from 3e.
13th Age.
Really truly excellent game design--that is definitely not a narrative game. Unless you consider 4e to be a narrative game, which I'm fairly sure you would not.
Great example thereof: They actually solved the 3.5e Druid Problem. That is, the problem that the 3rd edition Druid is both an extremely popular character archetype (to the point that it is almost single-handedly responsible for the WoW Druid class having the form it has), and also ludicrously broken because it's got like three full classes' worth of class features (animal companion, full spellcasting with an emphasis on summoning, and wildshape). 13th Age solves the problem by splitting up the powers into six buckets, which you can get either a portion of (1 talent) or the whole thing (2 talents). Each Druid gets exactly three talents to spend, right at the start.
This means that the Druid retains the ability to express any part of the 3.5e Druid, so everyone can still go to that class and get the thing(s) they really really loved about it. But no single druid can do all of it the way the 3.5e Druid could.
But that's not what it is.If track A starts at +2 and makes its way to -2 while track B starts at -2 and over the same rough length of time gets to +2 while track C hums along at roughly 0 the whole way, that's balanced enough for me.
Sounds like you're taking away from the player the thing they actually enjoyed doing, so that you can make someone else ridiculously powerful.And yes, this means different characters' roles within a party will change over the long run. The Fighter who was often front-and-centre at low levels becomes more of a support character at high levels,
Which is a bad assumption to make.while the Wizard who was mainly support to begin with later becomes front-and-center. Meanwhile the Cleric happily hums along throughout and the Thief steals from all of 'em equally.
Of course, this assumes one is playing roughly the same amount of time-sessions-adventures-whatever at low levels as at high.
Oh, no, not popular at all. Only had enough influence to affect one of the most widely played video games of all time.Apparently it wasn't a very popular classes so they buffed the hell out of it (same as cleric). And it still wasn't popular.
I'm quite well aware that 3e is what made Druid ridiculously, stupidly powerful.Natural spell had its origin in 3.0. Wildshape wasn't great in AD&D mostly a ribbon for exploration pillar.
Oh, no, not popular at all. Only had enough influence to affect one of the most widely played video games of all time.
Pull the other one, Zard.
I'm quite well aware that 3e is what made Druid ridiculously, stupidly powerful.