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d20 Modern: What Would you change part II
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<blockquote data-quote="EditorBFG" data-source="post: 3697167" data-attributes="member: 24719"><p>Yeah, it did go too far. The number of players who go into a game wanting to be good at fighting clearly dwarfs the number of players who want to be lousy in a fight but good at negotiating or hacking computers. If you're going to have social guy and skill guy as separate classes-- a move I don't really understand the point of, especially regarding social guy-- they should also have combat niches to fill.</p><p></p><p>In D&D-- a game where the classes work better than d20 Modern-- even the wimps have an important combat function. Wizards can't fight personally, but put out lots of damage, clerics heal you after the fight, rogues get sneak attack, etc. If all those options are just feats now, why would anyone choose the other options when they can play attack guy or defense guy and get the same feats? I would rather play a fighter with sneak attack or a fighter with magic missile, but in D&D if I want sneak attack, I need to be a rogue. It doesn't sound like this system will work that way.</p><p></p><p>I don't think, as a design philosophy, the idea of creating character classes that a small minority of players will want to use is in any way helpful. If there are six classes-- more than you need, I think, if implemented as currently conceived-- each class should be designed with at least a reasonable possibility that 1/6 of players will want to play that class. When you step back and look at Reputation guy, can you honestly say that 1 out of 6 players is gonna go, "Yeah, that's the class I want?"</p><p></p><p>In a generic modern setting, this is hard. In D&D, by contrast, when I want to play I social guy, I think paladin or bard. Now, a paladin is a great combatant period, and a bard helps the other characters do better in combat, and is skill heavy and a spellcaster to boot. Unless you can make a Charisma character as attractive as the paladin or bard, I think the social stuff is better off ported over as an option for another class.</p><p></p><p>As you say, "Well, making sure all the roles are cool is where I earn my money", but the fact is that it was also where the Modern designers-- a very talented group of writers-- were supposed to earn their money too. And as far as making all the classes attractive options, they did not. So, to my mind, either you've already come up with a brilliant way to do what they failed to do, or adopting their basic division of class roles might be a decision that bears reconsideration.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3697167, member: 24719"] Yeah, it did go too far. The number of players who go into a game wanting to be good at fighting clearly dwarfs the number of players who want to be lousy in a fight but good at negotiating or hacking computers. If you're going to have social guy and skill guy as separate classes-- a move I don't really understand the point of, especially regarding social guy-- they should also have combat niches to fill. In D&D-- a game where the classes work better than d20 Modern-- even the wimps have an important combat function. Wizards can't fight personally, but put out lots of damage, clerics heal you after the fight, rogues get sneak attack, etc. If all those options are just feats now, why would anyone choose the other options when they can play attack guy or defense guy and get the same feats? I would rather play a fighter with sneak attack or a fighter with magic missile, but in D&D if I want sneak attack, I need to be a rogue. It doesn't sound like this system will work that way. I don't think, as a design philosophy, the idea of creating character classes that a small minority of players will want to use is in any way helpful. If there are six classes-- more than you need, I think, if implemented as currently conceived-- each class should be designed with at least a reasonable possibility that 1/6 of players will want to play that class. When you step back and look at Reputation guy, can you honestly say that 1 out of 6 players is gonna go, "Yeah, that's the class I want?" In a generic modern setting, this is hard. In D&D, by contrast, when I want to play I social guy, I think paladin or bard. Now, a paladin is a great combatant period, and a bard helps the other characters do better in combat, and is skill heavy and a spellcaster to boot. Unless you can make a Charisma character as attractive as the paladin or bard, I think the social stuff is better off ported over as an option for another class. As you say, "Well, making sure all the roles are cool is where I earn my money", but the fact is that it was also where the Modern designers-- a very talented group of writers-- were supposed to earn their money too. And as far as making all the classes attractive options, they did not. So, to my mind, either you've already come up with a brilliant way to do what they failed to do, or adopting their basic division of class roles might be a decision that bears reconsideration. [/QUOTE]
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