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="N'raac" data-source="post: 6177304" data-attributes="member: 6681948"><p>I think it largely depends on the situation. Can that axe wielder land a blow? Can he even close in enough to use his axe? Range can be a significant advantage. In most of the source material, the nimble, agile knife thrower tends to do pretty well against the hulking axe wielding brute, but generally because he plays to his own strengths, and avoids close combat with the Brute.</p><p></p><p></p><p></p><p>An issue rarely addressed, but unquestionably characters that can buff the group are more effective in large groups than small groups, and more effective with certain teammates than others. There are a host of moving parts. I commented a while back on spell choice in Zeitgeist. Since we seem to see a lot of human/humanoid opponents, spells like Charm Person or Hold Person that only affect such targets seem much more effective than in a typical "lots of weird monsters" game.</p><p></p><p></p><p></p><p>If he invested skill points in that knowledge skill - but why would the Duke listed to someone with knowledge of trees in assessing strategic decision? And if he will, why would he not give equal consideration from a Bard, or a Wizard, or a Rogue, with the same level of Knowledge of Nature?</p><p></p><p></p><p></p><p>Provided he has invested in the Intimidate skill. And here, his CHA Dump hurts him. A Rogue with an equal investment in Intimidate should be just as able to intimidate people more, probably, as he will have more CHA). A Bard, not so much as it is not a class skill.</p><p></p><p>Unless, of course, we give the Barbarian (or the Fighter) free bonuses to these abilities to make up for the fact they CHOSE to dedicate their character resources to combat, and be less effective (or even completely ineffective, dedicating all resources to combat) in non-combat situations. </p><p></p><p>To the 5e issue, one suggestion (which I could get behind) is giving each class (and race?) choices of combat and non-combat (or even melee, ranged combat, social and exploration, if we want those three pillars, and a difference between melee and range) abilities. Within each pool there could be plenty of choices. But you can't trade between pools - you can't, for example, trade in all your non-combat abilities for greater combat prowess (or focus exclusively on melee, or on social skills, if we create finer pools), so you can't build a character who is useless in a broad aspect of the game. Different classes would clearly have a different mix (maybe fighters would be 2/3 combat, 1/3 noncombat, while Bards might be 1/2 social, 1/4 exploration, 1/4 combat, just to pick numbers out of the air). </p><p></p><p>The rules could also carry some advice for the mix between the various types of challenges, and how to give all the characters their opportunities to shine. Obviously, if your game features meaningful challenges which are primarily or exclusively combat-focused, then your players will gravitate to characters with more combat focus themselves. Perhaps some of those "class area of focus" abilities should include the ability to shift the nature of the challenge (eg. a Social ability to convert a combat encounter into one which can be resolved by social means - such as the classic "wait, you don't want to kill me because..." ending the battle in favour of social interaction, at least if the ability is used successfully).</p><p></p><p></p><p></p><p>That's definitely one opinion. That being the case, are you good with:</p><p></p><p> - roll for each stat once, and what you roll is what you get</p><p> - roll for race</p><p> - roll for class (perhaps a chart for each race with stat-based modifiers, and for history when leveling up)</p><p> - roll for skills (table skewed to class skills and/or racially favoured skills)</p><p> - roll for feats (again, skewed by class/race)</p><p> - roll for spells known (wizards, sorcerers)</p><p> - roll for starting level (it's called "d20 system", right?)</p><p> - roll ONCE in front of the group - what you get is what you play?</p><p></p><p>All of these are varying levels of randomness over character power and abilities. Lots of others could be evaluated. The last will be, I expect, especially unnerving for some - it's funny how many "randomly rolled" characters are above the statistical averages, isn't it?</p><p></p><p></p><p></p><p>There seem to be two very different concepts you link together. I am in favour of mechanical differences. However, I am also in favour of those mechanical differences balancing out overall such that different classes/races/choices are not "weaker" or "stronger" in an overall sense.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6177304, member: 6681948"] I think it largely depends on the situation. Can that axe wielder land a blow? Can he even close in enough to use his axe? Range can be a significant advantage. In most of the source material, the nimble, agile knife thrower tends to do pretty well against the hulking axe wielding brute, but generally because he plays to his own strengths, and avoids close combat with the Brute. An issue rarely addressed, but unquestionably characters that can buff the group are more effective in large groups than small groups, and more effective with certain teammates than others. There are a host of moving parts. I commented a while back on spell choice in Zeitgeist. Since we seem to see a lot of human/humanoid opponents, spells like Charm Person or Hold Person that only affect such targets seem much more effective than in a typical "lots of weird monsters" game. [I][/I] If he invested skill points in that knowledge skill - but why would the Duke listed to someone with knowledge of trees in assessing strategic decision? And if he will, why would he not give equal consideration from a Bard, or a Wizard, or a Rogue, with the same level of Knowledge of Nature? Provided he has invested in the Intimidate skill. And here, his CHA Dump hurts him. A Rogue with an equal investment in Intimidate should be just as able to intimidate people more, probably, as he will have more CHA). A Bard, not so much as it is not a class skill. Unless, of course, we give the Barbarian (or the Fighter) free bonuses to these abilities to make up for the fact they CHOSE to dedicate their character resources to combat, and be less effective (or even completely ineffective, dedicating all resources to combat) in non-combat situations. To the 5e issue, one suggestion (which I could get behind) is giving each class (and race?) choices of combat and non-combat (or even melee, ranged combat, social and exploration, if we want those three pillars, and a difference between melee and range) abilities. Within each pool there could be plenty of choices. But you can't trade between pools - you can't, for example, trade in all your non-combat abilities for greater combat prowess (or focus exclusively on melee, or on social skills, if we create finer pools), so you can't build a character who is useless in a broad aspect of the game. Different classes would clearly have a different mix (maybe fighters would be 2/3 combat, 1/3 noncombat, while Bards might be 1/2 social, 1/4 exploration, 1/4 combat, just to pick numbers out of the air). The rules could also carry some advice for the mix between the various types of challenges, and how to give all the characters their opportunities to shine. Obviously, if your game features meaningful challenges which are primarily or exclusively combat-focused, then your players will gravitate to characters with more combat focus themselves. Perhaps some of those "class area of focus" abilities should include the ability to shift the nature of the challenge (eg. a Social ability to convert a combat encounter into one which can be resolved by social means - such as the classic "wait, you don't want to kill me because..." ending the battle in favour of social interaction, at least if the ability is used successfully). That's definitely one opinion. That being the case, are you good with: - roll for each stat once, and what you roll is what you get - roll for race - roll for class (perhaps a chart for each race with stat-based modifiers, and for history when leveling up) - roll for skills (table skewed to class skills and/or racially favoured skills) - roll for feats (again, skewed by class/race) - roll for spells known (wizards, sorcerers) - roll for starting level (it's called "d20 system", right?) - roll ONCE in front of the group - what you get is what you play? All of these are varying levels of randomness over character power and abilities. Lots of others could be evaluated. The last will be, I expect, especially unnerving for some - it's funny how many "randomly rolled" characters are above the statistical averages, isn't it? There seem to be two very different concepts you link together. I am in favour of mechanical differences. However, I am also in favour of those mechanical differences balancing out overall such that different classes/races/choices are not "weaker" or "stronger" in an overall sense. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Final playtest packet due in mid September.
Top