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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Final playtest packet due in mid September.
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="Manbearcat" data-source="post: 6176930" data-attributes="member: 6696971"><p>A thorough answer to the below can be found in @<a href="http://www.enworld.org/forum/member.php?42582-pemerton" target="_blank"><strong>pemerton</strong></a> 's post #327 above referencing free-descriptor games and the fact that uniform class build mechanics do not create for a homogenous experience (at all) within the fiction nor from a mechanical resolution perspective. Further, the diversity of the conflicts that each archetype can best resolve (and through what particular M.O.) is equally unaffected. Thankfully, due to pemerton's full post, I'm not obliged to enter into this same arena again that starts from a premise that I don't remotely accept and have empirically experienced its failings repeatedly.</p><p></p><p></p><p></p><p>There is vast space between "interested in being support characters" and "aggressively interested in being the star of the story." In my experience, most players who sit down at a table and expect to invest 6 + months into play don't expect an incoherent game, awkwardly hitched to their lead horse character, while the other players cheer from the sidelines. They generally expect to play one of the X-Men and to have their protagonism expressed cyclically and synergistically with the other players.</p><p></p><p></p><p></p><p>You can use a uniform framework (eg AEDU, MHRP's build design, the archetype subclass framework off main-class chasiss in PF, or Wizard builds in prior editions) and achieve a vast array of character profiles, both within the fiction and from a mechanical resolution standpoint (both in what conflict types the characters' are best at tackling and in how, precisely, they tackle them). </p><p></p><p>Two quick examples:</p><p></p><p>See <a href="http://www.enworld.org/forum/showthread.php?340143-Final-playtest-packet-due-in-mid-September&p=6175659&viewfull=1#post6175659" target="_blank">this post</a> for a quick breakdown on how an AEDU Fighter is vastly different from an AEDU Wizard and how both are different than the Bard with the legion of means its disposal to deal with social conflict (to both resolve conflicts or outright preempt them). </p><p></p><p> See <a href="http://www.enworld.org/forum/showthread.php?339757-GMed-first-MHRP-session-on-Sunday&p=6167499&viewfull=1#post6167499" target="_blank">this post</a> for some mild introspection into the differences of Deadpool and Wolverine in MHRP. A further, relevant to discussion, breakout of this is that Deadpool and Wolverine share (i) a unified framework for character build and, (ii) an enormous amount of similarity in their power sets (Weapon X Program), in their specialties and in their affiliations. According to the theory then, that homogeneity should enforce a conflict resolution paradigm and a fictional positioning that is indecipherable from one another. Of course, this isn't remotely true. Just because they both share so much in build characteristics does not mean they manifest the same in play, at all. Through the subtleties of their Distinctions, their Milestones and the nuance of their differences within power sets and specialties, the two characters resolve conflicts differently and inhabit a fully disparate fictional positioning; one being similar to Clint Eastwood as the Man With No Name and one being similar to Bugs Bunny.</p><p></p><p>Poor GM conflict/situation framing, apathetic player engagement and/or lack of fundamental understanding of the toolkit is what keeps the "unified mechanics equal homogeneity hypothesis" still alive and kicking when it should have been dead and buried some time ago.</p><p></p><p>Supercars have been working off of the unified framework of mid-engine, V-8, rear-wheel or 4-wheel drive for a long time. Jets have been working off the unified framework of swept-wing design for a long time. The vast differences (aesthetically, in metrics, and in what they specialize in) in the varying vehicles are legion.</p><p></p><p></p><p></p><p></p><p>I think the classes are fun and compelling. I also don't see where they "pretty explicitly stated that they approached class balance in vague terms and it wasn't the be all end all of design." There is a bit in the Customization section about letting a Paladin use the Ranger's Animal Companion in the stead of two of the Paladin's features and lots and lots of blurbs intermixed about various treatments of features. However, none of those by themselves nor together say anything about balance not being "the be all end all of design" nor about class balance in "vague terms." They very explicitly, throughout the class sections, speak about what is, by default, mechanically forbidden at the table; eg, (i) you can't take this build feature if you take that one, (ii) you can't do this forbidden thing with this action. Further, the GM side is outcome-based design as monster math is tight and explicit, subjective (of-level challenge) DCs are tight and explicit, encounter budgeting is tight and explicit. Target numbers are measured and made transparent so the GM can create predictable, math-derived challenges for the players. This doesn't strike me as balance in "vague terms".</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6176930, member: 6696971"] A thorough answer to the below can be found in @[URL="http://www.enworld.org/forum/member.php?42582-pemerton"][B]pemerton[/B][/URL] 's post #327 above referencing free-descriptor games and the fact that uniform class build mechanics do not create for a homogenous experience (at all) within the fiction nor from a mechanical resolution perspective. Further, the diversity of the conflicts that each archetype can best resolve (and through what particular M.O.) is equally unaffected. Thankfully, due to pemerton's full post, I'm not obliged to enter into this same arena again that starts from a premise that I don't remotely accept and have empirically experienced its failings repeatedly. There is vast space between "interested in being support characters" and "aggressively interested in being the star of the story." In my experience, most players who sit down at a table and expect to invest 6 + months into play don't expect an incoherent game, awkwardly hitched to their lead horse character, while the other players cheer from the sidelines. They generally expect to play one of the X-Men and to have their protagonism expressed cyclically and synergistically with the other players. You can use a uniform framework (eg AEDU, MHRP's build design, the archetype subclass framework off main-class chasiss in PF, or Wizard builds in prior editions) and achieve a vast array of character profiles, both within the fiction and from a mechanical resolution standpoint (both in what conflict types the characters' are best at tackling and in how, precisely, they tackle them). Two quick examples: See [URL="http://www.enworld.org/forum/showthread.php?340143-Final-playtest-packet-due-in-mid-September&p=6175659&viewfull=1#post6175659"]this post[/URL] for a quick breakdown on how an AEDU Fighter is vastly different from an AEDU Wizard and how both are different than the Bard with the legion of means its disposal to deal with social conflict (to both resolve conflicts or outright preempt them). See [URL="http://www.enworld.org/forum/showthread.php?339757-GMed-first-MHRP-session-on-Sunday&p=6167499&viewfull=1#post6167499"]this post[/URL] for some mild introspection into the differences of Deadpool and Wolverine in MHRP. A further, relevant to discussion, breakout of this is that Deadpool and Wolverine share (i) a unified framework for character build and, (ii) an enormous amount of similarity in their power sets (Weapon X Program), in their specialties and in their affiliations. According to the theory then, that homogeneity should enforce a conflict resolution paradigm and a fictional positioning that is indecipherable from one another. Of course, this isn't remotely true. Just because they both share so much in build characteristics does not mean they manifest the same in play, at all. Through the subtleties of their Distinctions, their Milestones and the nuance of their differences within power sets and specialties, the two characters resolve conflicts differently and inhabit a fully disparate fictional positioning; one being similar to Clint Eastwood as the Man With No Name and one being similar to Bugs Bunny. Poor GM conflict/situation framing, apathetic player engagement and/or lack of fundamental understanding of the toolkit is what keeps the "unified mechanics equal homogeneity hypothesis" still alive and kicking when it should have been dead and buried some time ago. Supercars have been working off of the unified framework of mid-engine, V-8, rear-wheel or 4-wheel drive for a long time. Jets have been working off the unified framework of swept-wing design for a long time. The vast differences (aesthetically, in metrics, and in what they specialize in) in the varying vehicles are legion. I think the classes are fun and compelling. I also don't see where they "pretty explicitly stated that they approached class balance in vague terms and it wasn't the be all end all of design." There is a bit in the Customization section about letting a Paladin use the Ranger's Animal Companion in the stead of two of the Paladin's features and lots and lots of blurbs intermixed about various treatments of features. However, none of those by themselves nor together say anything about balance not being "the be all end all of design" nor about class balance in "vague terms." They very explicitly, throughout the class sections, speak about what is, by default, mechanically forbidden at the table; eg, (i) you can't take this build feature if you take that one, (ii) you can't do this forbidden thing with this action. Further, the GM side is outcome-based design as monster math is tight and explicit, subjective (of-level challenge) DCs are tight and explicit, encounter budgeting is tight and explicit. Target numbers are measured and made transparent so the GM can create predictable, math-derived challenges for the players. This doesn't strike me as balance in "vague terms". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Final playtest packet due in mid September.
Top