Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
A gathering of Martial Controllers - what do you think
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 7325019" data-attributes="member: 82106"><p>Interestingly I switched the balance to the 'narratively driven focus' element of the game, so you rarely would be optimizing your character when the elements of that character arise organically from the narrative. In other words, the fighter slays the dragon and then his weapon becomes imbued with the power of elemental fire! You might have a back-and-forth between a GM and a player like "Hey, being able to do fire damage would kick ass, it will synergize mechanically with my XYZ!" but there are only so many choices about mechanical embodiment of that narrative available. The player could advocate for getting NOTHING, in the hope of engaging in some narrative that lets him spin up a frost brand instead, if that's what he wants, but you can see how that is not going to be a really ENCOURAGED sort of approach, as he's forgoing advancement. IME players are pretty eager to 'play along' with this kind of thing. </p><p></p><p>The other part is that I've tried to carefully write up elements in HoML to avoid artificial barriers between things. So you don't find a lot of boons where you only get some specific bonus to certain things, like 'melee weapon attacks' or something. Most things combine pretty freely, and stacking combinations of things together is in any case somewhat de-emphasized. A lot of this material would simply make 4e itself, with its reliance on preventing many 'broken' combinations via rules text, blow up and couldn't work. In HoML these things are OK, stacking quickly reaches a point of no more returns, and in any case if the GM and players WANT a story where all the characters become crazy super-buffed-up fire imbued engines of destruction that have every fire thing stacked onto them, then chances are the story arc will be filled with stuff which engages that and it will all be fine. </p><p></p><p>In terms of flavor, my approach is to lard things up with flavor, so you don't have to rely on the 4e approach of layering on a dozen feats/items/powers/etc in the same thematic space in order to get and maintain your character's mechanical and thematic relationship to a specific concept. So, you don't need a lot of flavor built around 'buckets', you can just pick an element that handles that aspect of your character's thematics and go on to other things. In fact, the REAL issue with HoML is more in terms of what do you need 20 boons worth of thematics for? You get a boon at every level, and many of them are fairly potent, thematically. So the bigger question is more like how do you find something new at level N that doesn't add TOO MUCH thematics to your character! I have tried to devise some boons that provide a more narrow focus, so you can go from being just a bad-assed spell-slinger to being a guy that manipulates the Rule of Contagion, to a guy that specifically utilizes that rule to confuse and disable people with shadow magic. Its not a really easy design concept though, and to some degree the system may be said to reward being a broad generalist who takes up the primary core boons of many different concepts and uses them all. If I can run a game up through many levels and a variety of PCs maybe I can figure out how to best make this balance work out, I dunno....</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7325019, member: 82106"] Interestingly I switched the balance to the 'narratively driven focus' element of the game, so you rarely would be optimizing your character when the elements of that character arise organically from the narrative. In other words, the fighter slays the dragon and then his weapon becomes imbued with the power of elemental fire! You might have a back-and-forth between a GM and a player like "Hey, being able to do fire damage would kick ass, it will synergize mechanically with my XYZ!" but there are only so many choices about mechanical embodiment of that narrative available. The player could advocate for getting NOTHING, in the hope of engaging in some narrative that lets him spin up a frost brand instead, if that's what he wants, but you can see how that is not going to be a really ENCOURAGED sort of approach, as he's forgoing advancement. IME players are pretty eager to 'play along' with this kind of thing. The other part is that I've tried to carefully write up elements in HoML to avoid artificial barriers between things. So you don't find a lot of boons where you only get some specific bonus to certain things, like 'melee weapon attacks' or something. Most things combine pretty freely, and stacking combinations of things together is in any case somewhat de-emphasized. A lot of this material would simply make 4e itself, with its reliance on preventing many 'broken' combinations via rules text, blow up and couldn't work. In HoML these things are OK, stacking quickly reaches a point of no more returns, and in any case if the GM and players WANT a story where all the characters become crazy super-buffed-up fire imbued engines of destruction that have every fire thing stacked onto them, then chances are the story arc will be filled with stuff which engages that and it will all be fine. In terms of flavor, my approach is to lard things up with flavor, so you don't have to rely on the 4e approach of layering on a dozen feats/items/powers/etc in the same thematic space in order to get and maintain your character's mechanical and thematic relationship to a specific concept. So, you don't need a lot of flavor built around 'buckets', you can just pick an element that handles that aspect of your character's thematics and go on to other things. In fact, the REAL issue with HoML is more in terms of what do you need 20 boons worth of thematics for? You get a boon at every level, and many of them are fairly potent, thematically. So the bigger question is more like how do you find something new at level N that doesn't add TOO MUCH thematics to your character! I have tried to devise some boons that provide a more narrow focus, so you can go from being just a bad-assed spell-slinger to being a guy that manipulates the Rule of Contagion, to a guy that specifically utilizes that rule to confuse and disable people with shadow magic. Its not a really easy design concept though, and to some degree the system may be said to reward being a broad generalist who takes up the primary core boons of many different concepts and uses them all. If I can run a game up through many levels and a variety of PCs maybe I can figure out how to best make this balance work out, I dunno.... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
A gathering of Martial Controllers - what do you think
Top