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Anyone else tired of game mechanic freebies?
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<blockquote data-quote="Riastlin" data-source="post: 5342241" data-attributes="member: 94022"><p>Not surprisingly, it appears that this thread has now branched into a number of sub-topics. I'll try to address each as best I can (in no particular order).</p><p> </p><p>1. Are themes evidence of power creep? -- I can't say for certain since I am not familiar with them, but I think its safe to say that they do add at least a little bit of power to a 1st level character. Take the above mentioned 1[W] + 5 power. In and of itself, not much of a power creep, though still a tad more powerful than a standard at-will. Granted, poison is often resisted, but what about the case where a monster has poison vulnerability or a character can give such vulnerability? (admittedly rare -- can't think of any off the top of my head -- but still a situation that definitely makes this more powerful. So for the sake of argument, I will assume that themes = power creep.</p><p> </p><p>2. Is the power creep problematic? -- Yes and no. For the most part, making PCs more powerful does not bother me. If PCs become too powerful, its a fairly easy fix to address it, make the combats more difficult. Maybe party level is no longer the standard challenge but party level +1 is. </p><p> </p><p>3. When is power creep a problem? -- Power creep becomes a problem when it potentially causes a noticeable power difference between PCs simply because they chose different optional elements (i.e. one theme over another or one background over another, etc.) As an example, I have no problems in general with backgrounds. +2 to a skill, or an extra class skill, is not a big deal PLUS every character has access to it. Sure, +2 Diplomacy may or may not be more important than +2 Athletics depending on a given campaign, but even then the difference is small. However, allowing your primary ability to determine starting HP is a huge difference compared to a simple +2 to a skill. This can make as much as a 10 point difference in starting HP and makes it easier for a player to min/max as Con is no longer nearly as important (particularly if you already need Str). Granted, every character still has access to this particular background, but it seems clearly superior to others.</p><p> </p><p>4. Are freebies themselves a problem? -- Not really IMHO. First, its arguable whether or not they are any more "free" than say your 1st level encounter power. After all, you are still "buying" them in the sense that you are forgoing other options just as you are with your power selections. Second, I'm all in favor of anything that helps to distinguish one fighter/cleric/bard/etc. from the next. Cookie cutter mechanics suck (again in my opinion) and being able to tweak (if even in a small way) your character makes the game that much more interesting. As to the power increase, sure there is some, but again, that is fairly easily addressed as a DM.</p><p> </p><p>5. Should the "freebies" come at level 1? -- In many respects, level 1 does make sense. However, I also like the suggestion of letting the character pick the freebie, but leaving it to the DM to find the time and place for the PC to gain the feature (as with the spellscar example above). I can also see merit in perhaps providing some sort of theme system to PPs. Granted, PPs in and of themselves are a means of helping to distinguish one fighter from the next (for example), but even then, I don't see a problem with coming up with methods to help distinguish one Summer Rhymer from the next. The big advantage to providing the freebies at level 1 is that while it makes creation that much more difficult, it also provides an extra option at the point in the PC's career where it is most needed.</p><p> </p><p>6. The level-based system in general. -- It seems, and I could be wrong, that there are some who are displeased with the whole idea of getting new stuff simply for levelling. Absolutely there are valid arguments on both sides of this debate -- and really, its an issue for its own thread entirely. For my 2 coppers, I'll say this: I like both level and non-level based systems. Take Shadowrun for instance. One of the great things about Shadowrun is that the same corporate guard that nearly killed you on your first run is still nearly as deadly on your 20th run because characters just don't that much more powerful very fast in Shadowrun. The flip side to this is that from the player's standpoint, you do not seem to be getting much (other than credits) from your succesful missions/adventures/etc. XP/feats/powers/features on the other hand are a great way to measure character advancement even if it means that level 1 kobold is no longer a threat.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5342241, member: 94022"] Not surprisingly, it appears that this thread has now branched into a number of sub-topics. I'll try to address each as best I can (in no particular order). 1. Are themes evidence of power creep? -- I can't say for certain since I am not familiar with them, but I think its safe to say that they do add at least a little bit of power to a 1st level character. Take the above mentioned 1[W] + 5 power. In and of itself, not much of a power creep, though still a tad more powerful than a standard at-will. Granted, poison is often resisted, but what about the case where a monster has poison vulnerability or a character can give such vulnerability? (admittedly rare -- can't think of any off the top of my head -- but still a situation that definitely makes this more powerful. So for the sake of argument, I will assume that themes = power creep. 2. Is the power creep problematic? -- Yes and no. For the most part, making PCs more powerful does not bother me. If PCs become too powerful, its a fairly easy fix to address it, make the combats more difficult. Maybe party level is no longer the standard challenge but party level +1 is. 3. When is power creep a problem? -- Power creep becomes a problem when it potentially causes a noticeable power difference between PCs simply because they chose different optional elements (i.e. one theme over another or one background over another, etc.) As an example, I have no problems in general with backgrounds. +2 to a skill, or an extra class skill, is not a big deal PLUS every character has access to it. Sure, +2 Diplomacy may or may not be more important than +2 Athletics depending on a given campaign, but even then the difference is small. However, allowing your primary ability to determine starting HP is a huge difference compared to a simple +2 to a skill. This can make as much as a 10 point difference in starting HP and makes it easier for a player to min/max as Con is no longer nearly as important (particularly if you already need Str). Granted, every character still has access to this particular background, but it seems clearly superior to others. 4. Are freebies themselves a problem? -- Not really IMHO. First, its arguable whether or not they are any more "free" than say your 1st level encounter power. After all, you are still "buying" them in the sense that you are forgoing other options just as you are with your power selections. Second, I'm all in favor of anything that helps to distinguish one fighter/cleric/bard/etc. from the next. Cookie cutter mechanics suck (again in my opinion) and being able to tweak (if even in a small way) your character makes the game that much more interesting. As to the power increase, sure there is some, but again, that is fairly easily addressed as a DM. 5. Should the "freebies" come at level 1? -- In many respects, level 1 does make sense. However, I also like the suggestion of letting the character pick the freebie, but leaving it to the DM to find the time and place for the PC to gain the feature (as with the spellscar example above). I can also see merit in perhaps providing some sort of theme system to PPs. Granted, PPs in and of themselves are a means of helping to distinguish one fighter from the next (for example), but even then, I don't see a problem with coming up with methods to help distinguish one Summer Rhymer from the next. The big advantage to providing the freebies at level 1 is that while it makes creation that much more difficult, it also provides an extra option at the point in the PC's career where it is most needed. 6. The level-based system in general. -- It seems, and I could be wrong, that there are some who are displeased with the whole idea of getting new stuff simply for levelling. Absolutely there are valid arguments on both sides of this debate -- and really, its an issue for its own thread entirely. For my 2 coppers, I'll say this: I like both level and non-level based systems. Take Shadowrun for instance. One of the great things about Shadowrun is that the same corporate guard that nearly killed you on your first run is still nearly as deadly on your 20th run because characters just don't that much more powerful very fast in Shadowrun. The flip side to this is that from the player's standpoint, you do not seem to be getting much (other than credits) from your succesful missions/adventures/etc. XP/feats/powers/features on the other hand are a great way to measure character advancement even if it means that level 1 kobold is no longer a threat. [/QUOTE]
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