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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Hey Old One: After Action Report?
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="sinmissing" data-source="post: 1804117" data-attributes="member: 1960"><p>I guess, as you had previously stated, I <u>may have</u> taken too much and in turn attributed too little to the 6 classes. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I'm enjoying myself as well.</p><p></p><p>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.</p><p></p><p>*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.</p></blockquote><p></p>
[QUOTE="sinmissing, post: 1804117, member: 1960"] I guess, as you had previously stated, I [u]may have[/u] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hey Old One: After Action Report?
Top