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Hey Old One: After Action Report?

sinmissing said:
The 6 classes are archetypes. If they are not archtypes, then what are they?

I wanted to chime in on this one.

D20 Modern very specifically moved AWAY from strong "Archetypes" with the class system designed for this game, and I believe that's a very distinct design choice that Wulf took and ran with in Grim Tales. Wulf can chime in and tell me if I'm missing the mark or not, but he's trying really hard to stay out of the argument.

Think of them more as archetypal "Packages". They're point-buy-made-simple. They're an element introduced to provide GAME BALANCE while introducing an additional element of flexibility. In D&D the Rogue is an Archetype. The Paladin is an Archetype. The Fighter? An archetype, but a flexible one (owing to the plethora of choose-what-you-want feats). The classes in d20 Modern were designed from the floor up to be freely multiclassable.

By packages I mean ... you examine what you get from taking 1+ levels in Class A and compare it to your Character Concept. Strong gives me higher BAB but fewer Skill Points. This isn't because it is a Jungian archetypal unit that should shape and form Concept, but because for internal design reasons you're "purchasing" higher BAB and Strong talents and a skill list foregrounding Str-based skills this level. CONCEPT shapes and forms what classes you take to realize it.



Having a high INT gets you extra skill points, but this very same exceptional INT cannot grant you an accelerated BAB. The Strong Hero gets what the Smart Hero works diligently for, but not the other way around. If the Smart Hero wants to use his "smarts" in combat he has to spend talents and feats, the Strong Hero just gets free skill points every level.

This is the thing I'm not seeing you articulate or address in your arguments. You seem to be basing what is fundamentally a BALANCE element on the particular story you're telling with the rules. "Smarts" and "Intellect" and "Working Dilligently" mean absolutely nothing. Those are story elements. Stripped away we're left with the RULES.

High Int can grant you all kinds of accelerated BAB. Taking Strong levels. Because it doesn't matter. Strength was permanently linked to non-Base attack bonus and damage bonus. For game balance reasons. Int was permanently linked to Skill Points. For game balance reasons. You can have low Str and take Strong for Melee Smash and BAB and call it "applied intellect" or "exploring the aptitude of intelligence" all day long, or even "striking true through Wisdom" or "finding his inner Charismatic warrior". Means nothing. In the end, for balance reasons, you take Strong to get ____ and ____ numeric game changes and you take Smart to get _____ and _____ numeric game changes to your character. Int applies to Skill Points every level for no other reason than the designers (and most players, it seems) feel that it attributes to game balance. However it gets explained, it doesn't matter.

The Smart hero with high Str gets Str-based Attack/Damage Bonuses every strike, something that somebody who took Strong levels paid a whole level for. The Strong hero with high Wis gets bonuses to investigative skills that somebody with Dedicated paid a level to add ranks to. Along with a higher Will save that somebody took Dedicated to get.

I think you're just looking way too hard at one small aspect of the game system and, as I said, breaking it to "fix" it.

It's possible we've really crushed everyone's enthusiasm by now.

I dunno. I'm still enjoying myself. :) Course I enjoy a good argument, so it may just be me.

--fje
 

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sinmissing said:
I am simply stating that your Intelligence is being applied to learning your class features.

The Strong Hero with a high Intelligence is applying his intellect, better than any other archetype, toward improving his martial skills, leaving him little time for other pursuits. This effort of this is shown by an increase in bab, defense, and hitpoints (mostly BAB), and a reduction in both Skill Points and total Class Skills.

So why doesn't the Strong Hero with an Int of 18 have a higher BAB, defense, and hit points than the Strong Hero with an Int of 4? If he's applying all that extra intellect, he should be getting something out of it, right?

J
 
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I guess, as you had previously stated, I may have taken too much and in turn attributed too little to the 6 classes.

I do indeed view these 6 classes as Archetypes, because I don't quite understand yet how a prepackaged group of choices; however flexible; does not equate to what an Archetype is. In fact, I'm sure that you're confining the term archetype to purposely exclude the 6 core classes.

Here's an example that has nothing to do with my personal experience, but is simply a factual (excepted terminology) criticism of the horror genre.

There is an adversary in horror called "The Shape" which is a mysterious, unknowable, unstoppable killing machine. I'm sure I just butchered the defining elements of the archetype, pardon the pun. Within the archetype we have Michael Myers and Jason. Jason is a spirit of retribution, the angry ghost of a kid seeking vengeance against horny teenagers who shirk their duties. Michael Myers is a mentally deranged individual seeking to kill his sister. They are part of the same archetype, but one is undead and the other is not. In d20 Mechanics, Jason and Michael are Strong/Tough "Heroes" but are quite different when you look at their selection of talents, feats, and raw attributes.

Grim Tales is suppose to allow you to emulate your favorite pulp settings, it accomplishes this, in a very wise way, by using nothing more than the 6 core classes which are for better or worse archetypes of the word which describes them (how else were the class features defined the way they were?)*. A defining element of pulp, I imagine, requires that we view everyone as an archetype. We can therefore describe any hero we read about as one or more combinations of the six classes, which is to say, we (at least I) are/am cataloguing <sp> their archetypes.

So I see a characters as a set of raw talents (Attributes) and an archetype (Class). Together they define the character. Raw talents provide an initial bonus to several character attributes, but it is ultimately the character's archetype(s) which primarily defines their BAB, Saves, Skill Points, and Talent Selection.

Mechanics wise, I see the overall application of Skill Point acquisition, the INT boni, the way SP get spent, cross-class costs, rank caps, and multi-class penalties to be a convoluted attempt to enforce the archetypes that D&D wishes to describe. This is completely reasonable; for D&D; but in Grim Tales you shouldn't need to do all this.

I have modified my initial idea about skill points, thanks you two. I'm considering giving a 1st level character the initial x4 INT bonus to reflect their prior hobbies and pursuits, but you only get more INT bonus skill points by purchasing the feat Highly Skilled which provides 4 + INT Bonus (minimum 4). In this way, a high Intelligence is given its due within the game mechanics, but the the game enforces the idea that you have to make active choices to get these skill points, which builds on archetype yet allows them to remain distinct and flexible.

I'm enjoying myself as well.

drnuncheon comment is, in my opinion, the logical conclusion of the argument that high INT gives me free skill points. Which is my argument said in half the time. When does it ever stop? I say highlight Archetypes, limit freebies, and encourage choice and character design.

*Granted the classes are designed to be balanced, so everyone needs a bone, so I'm being a little rhetorical here. Not balanced for every possible situation, I know, but balanced in that each has strengths, weaknesses, and benefits.
 

And still, my sad lament of "How is this different from getting free hit points from a high Con, which steals the coolest part of the Tough hero and stacks each level just like bonus skill points?" goes unanswered.

Also, I'd say everything Heap just said as far as d20 Modern trying to move away from archetypes.

Actually, check out Unearthed Arcana for the archetype-oriented flexible fantasy I think you want. They have three simple packages -- the feat-based character, the skill-based character, and the spell-based character.
 

Why do you keep asking that question? It should be more than clear what I think about the CON bonus to Hit Points. If you thought I would be so obviously inconsistent with my reasoning, why would you bother to argue with me?
 

sinmissing said:
I do indeed view these 6 classes as Archetypes, because I don't quite understand yet how a prepackaged group of choices; however flexible; does not equate to what an Archetype is. In fact, I'm sure that you're confining the term archetype to purposely exclude the 6 core classes.

Mmm, not really. Archetype is a broad term, and you can certainly USE the word for what the classes are, but then you're taking what I see as an entirely different definition of the word and applying it to other things. For instance, the horror-movie-archetype-guy.

If "The Shape" is an archetypal horror concept then D&D and d20Modern/GrimTales have two ways of handling it. D&D would say: "This is a class, called The Shape, and it'll have these things." Or "This is a Monster called The Shape, and it'll have these things." and they'd be laid out.

But, as you said, the Archetype of The Shape may be made up of Strong/Tough levels. It's not one or the other. I used the term "Jungian" to sort of call forth Archetype as you've done with The Shape ... The Paladin, The Rogue, The Hard-Eyed Loner, etc.

Each of these is an archetype ... but you BUILD it from the more fundamental blocks of the core classes.

Hrm. Let me think of another way to say it, using another system I'm familiar with.

In Mutants and Masterminds, another d20-based game, you purchase everything from Skill Points to Ability Scores to Feats and Powers with "Power Points". From the ground up you determine exactly what numbers will be in what places by spending these points in various ways. The power-points, themselves, are the building blocks of character creation. The character concept, then, can be pretty much anything ... within the ability of Power Points and the system to model it.

Now, a problem inherent in this sort of system is that you don't HAVE to spend any points in any particular area at any particular time. M&M takes alot of hand-balancing on the part of the DM because one guy can say: "I'm going to be a melee GOD" and put his points all in STR and Super-STR and "save points" by spending NOTHING on skill points, then spend power-points on a whole feat-chain all at the same time during character creation, while neglecting every other aspect of the character. Now this character is better at combat than other characters ... so much so that he totally dominates combat in every way and more "balanced" or "middle of the road" character's can't compete with his pure bruising power. Now, maybe he can't Skills himself out of a wet paper bag, and maybe it's unrealistic to build somebody with 10 ranks of Super-STR and STR 20 and not a single skill point ... but that's how it goes. You, as the DM, then must know exactly what THAT PC is capable of and make sure not to throw critical skill checks his way (as he'll always fail them) and know that in any particular combat dance a mean jig to make sure the other PCs feel like they're doing more than rooting for El Hombre Maximo-Stupido from the sidelines.

The way Modern handles this is it says: "What's your concept?" Then you build a PC toward that concept using different levels of the 6 classes to increase specific areas. Base Skill Points, BAB, Class Defense, Class Skills and the like are provided within each of these classes in differing amounts not so much because they represent a certain "type" of individual, but because they bring balance to the system. You can't dump everything into BAB. Strong has the best BAB advancement, but you still get a handful of Skill Points, some class skills, a bonus feat list, and specific talents. You don't get +1/1 BAB and Skill Emphasis and Savant.

I see them more as a mechanism of internal balance, I suppose, than Archetypes. When I see a character: Strong1/Tough1/Fast3 I'll have some idea of what that character is capable of. Strong1 tells me he has a little bump to his BAB that probably levels out multiclassing and gives him a talent like Melee Smash or something that affects HITTING or LIFTING things. Tough1 means he'll have a hit point boost, and probably a talent involving staying up on his feet. Fast3 is going to give him better Defense than Strong or Tough, and more average skill points as well. I have a rougher estimate of where those SPs are, but I won't really know until I see his Starting Occupation. That's what it says just from the classes. Now, if I look at Stats and see he has 10 Con, I'll know he'll only have average HP for each of those classes. If he has 18 Int I'll know that he has 20 more skill ranks. His 13 Dex tells me his Ranged attack bonus isn't going to be much higher than his Melee and that he probably took Fast mostly for the Defense, meaning he wanted to be harder to hit instead of faster to pull the trigger.

There's no over-weaning "Archetype" I'd associate with that PC beyond what I can guess from the building blocks of the character.

When I get a M&M character I see it's PL 10 ... I know he's spent 150 PPs and that nothing will be higher than +10 from super powers.

That's ... pretty much it. Now, if he's called "The Steel Destroyer" I'll figure he's probably a melee combatant. If his "Archetype" box says "Powerhouse" I'll be sure of it. What does that mean, though? Until I see his character sheet I can GUESS that he spent alot of points on Super STR ... maybe some on Super CON but that could be Protection or just Amazing Save DMG. Maybe he spent 10pp on skills, maybe 5pp on skills, maybe 0pp on skills. How is that going to affect his BAB? High, low? Defense? No idea. Can't really begin to guess. One PL10 "Powerhouse" may be able to rip another one in half like a phone book because of how they spent their points. Each of them has an "Archetype" associated with it ... but I have no earthly clue what that'll mean game-numbers-wise.

Mechanics wise, I see the overall application of Skill Point acquisition, the INT boni, the way SP get spent, cross-class costs, rank caps, and multi-class penalties to be a convoluted attempt to enforce the archetypes that D&D wishes to describe. This is completely reasonable; for D&D; but in Grim Tales you shouldn't need to do all this.

I know/see what you're saying. Just don't agree with you. I think the changes you're wanting to make (No bonus SP, no bonus HP) will seriously and permanently affect the balance of the gameplay in ways that haven't become clear outside of playtesting. I'll say that the best bet at this point is to call it an entirely different OGL game and begin tweaking and playtesting it with friends until you've found the internal consistency you want. As-is I think you'll find Int rapidly becomes a dump stat right along-side Charisma (unless you're doing GT horror, then Int will be dump). Without a Saving Throw associated with it (like Wisdom) or a permanent and used-a-million-times-a-game bonus like STR/DEX it'll become much less attractive to anybody but 1-2 specific character concepts based around Int-skills (because if you want Skill Points you don't need Int, you just need Smart levels, unless you can only spend SPs from Smart levels on Int skills ... where-upon you'll find that all you're getting with a Smart hero is a guy with a bonus twice as high in Knowledge as the Strong guy's ranks in Climb because he has no-place else to spend it). If you don't mind games full of low-Int fighters conforming to specific archetypes defined by you within the system, then it works great. If you CAN spend those Smart SPs anywhere you want, then you'll see the occassional Smart level but all around Intelligence scores of 10.

--fje
 

On a random side note, M&M did do away with "extra skill points from high Int", because it's a pure point-buy system, so you're free to either buy a ton of skill points or buy a super-ability and effectively be good but untrained at a bunch of stuff (like the guy with Super-Dex +10, meaning he gets a +10 bonus on Hide, Move Silently, Balance, and Escape Artist without putting so much as one rank into the skills).

It did, in fact, have the effect of making Int a bit of a dump-stat. Supervillains might have high Int or Super-Int if there's some compelling roleplaying reason, or if they've created a power that gives him Energy Blast and Mind Control as Extras of Super-Intelligence, but there's really no reason to take a high Intelligence on its own beyond qualifying for a handful of feats and getting bonuses on Int-skills. That's one of the reasons that Super-Int is the least expensive super-ability-score in M&M. Super-Strength gives you better lifting, damage, strength checks, and str-skills; Super-Dex gives you better Init, Defense, Reflex saves, and dex-skills; Super-Con gives you better Fort and Damage saves and bonuses to the few con-skills; Super-Wis gives you better Mental Defense, Will Saves, and wis-skills; and Super-Cha edges out Super-Int slightly in terms of utility by applying to skills you can use offensively on NPCs and having built-in extras that are neat.

Int-skills are, in a game that does not revolve around a bunch of scientists examining medical or scientific mysteries, tied with Con-skills in terms of lameness. Strength and Dex skills help movement and combat, Wis-skills are great defensive additions (Spotting or hearing the approaching enemy, Sensing an opponent's attempt to Bluff), and Cha-skills are great offensive additions (Bluffing, Taunting, or using Diplomacy to manipulate the attitude or actions of an opponent). Int-skills are pretty much "Disable Device", which is nice, and a whole bunch of Knowledge skills, which are a great way to have the GM give out the information he's been waiting to hand out but aren't exactly going to make your character look cool as you play him.
 

As an aside ... exactly the reasons why I'm contemplating instituting a Skill Point bonus for Int. Not sure. Totally out of the canon of the M&M system, which is why I don't.

Other than characters I make myself, nobody has more than a 10 INT 98% of the time. Which I find upsetting in some ways, but it's a different genre so I've thus-far resisted the impulse to freak out and change stuff.

--fje
 

Yeah -- skill points per power level, maybe? I dunno. I think it's an issue, but I also think that it's not wholly out of line with how your average four-color superhero acts. I mean, these guys shouldn't have a terribly high intelligence, most of 'em, unless it's really part of their character concept.

I'd also consider altering the Mental combat scores so that Int/Cha comes into play somehow. Maybe Int to attacks and Wis to defense, maybe Cha to attacks and Int to defense and Wis for damage saves. I dunno. The downside to that is that having Wis for everything makes it so much simpler...

-end hijack
 

HeapThaumaturgist said:
I've been working with that as well, actually. I did my own take on the magic systems from the old Alternity game using Psychic's Handbook as a base not too long ago. I put together a PDF of Demonology that I posted up for comment in my Dark*Matter StoryHour.

It works very very well, IMHO. I've also used it, changed up some, as a model for spellcasting for my Pulp/Supers game (though I based THAT casting system, and its spells, off of CoC d20).

--fje

Hey hey, been grinding away at a feat/skill FX system myself (you know, in between trying to con a network into running my show ... plenty of spare time ...)

Anyway, got a doc I can steal a look at? I'm at jonrog1@gmail.com

Oh, and I must say again, to all concerned -- Wulf has fixed the EL/CR situation. Period. It provides the best play balance, easiest encounter design -- it kicks a$$. Buy the book if only for that.

John
 

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