Mustrum_Ridcully
Legend
A think I have been toying with was "two-dimensional" advancement.
Characters can basically grow in two ways in most games:
1) Their statistics "increase" - your BAB goes up, your strength score increases, you add another skill rank or something.
2) The character gains a new ability - you learn a new skill, you pick a feat.
There are some overlaps in most games, since most basically don't distinguish between these two aspects. But still, this might be something to change about in games.
D&D always mixed these two, except in one special case:
Wizards learning new spells. You can learn a new spell (but not a new level of spell) by getting a scroll or something similar to learn it.
4E does this with rituals.
4E (and 3e PHB 2) have "retraining" rules, which are a little bit like this idea.
Using 4E as a basis:
- As you gain levels, you gain your half level bonus to everything, improve your ability scores, and you gain new power slots.
- Parallel to that, you learn new feats (in your level range, for example your tier), and you learn new powers.
A more point based game might use this more "loose" rules:
- You have a maximum rank for skills that you can increase by gaining experience.
- With training, you can learn new skills or improve existing ones, but you can't increase them over you maximum rank.
The distinction I would made would be "training" vs "experience". Training can be done in the safe comfort of a training ground. Training might cost you money or require a teacher. But if you are "out in the field", you can gain experience. And experience really means you deepen your abilities and learn things that training just can't teach you.
Experience gives you power, Training gives you versatility. Now, versatility to some extent is power, but it it still gives you a certain upper limit. Having a +5 modifier to all skill checks thanks to training is nice, but sometimes you really want a +10 modifier to Diplomacy, and that's why you still need experience.
Question is - how do you gain training, how do you gain experience?
The easiest way in D&D might be to give experience as usual - kill monsters, take their stuff, complete puzzles. Training would require money to be spent, and that's it.
But one could go a different route.
Fulfilling certain camapign or character goals (Quests?) could award XP. Killing monsters is basically training. Or maybe it is a mix of both? You get more training for weaker monsters or easy encounters, and more XP for powerful monsters or difficult encounters.
Quests might also be a way to access certain training - a rare ritual, a trainer that improves your skill.
In videogames, one might gain XP for solving quests and reaching certain milestones in the game world. You gain "TP" for what in most games exist as "grinding".
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Finally - why bother?
Good question. I think the distinction between "versatility" and "power" can be useful. It provides a better way to balance characters in games that allow a more free-form way to advance characters. Many point-buy games suffer from the fact that versatile characters lack power. You might be able to create "soft" rules on versatility and power to keep a balance. For example, you could say every character has maybe 4 core skills (a combat skill, a social skill, a knowledge skill and a "general adventuring" skill) that always improve with your characters power, but in the meantime you can freely decide how much you specialize and how much you go into your versatility. This way there is always one surefireway to contribute (rely on your core skill), but you have still ways to distinguish youself from others.
In a level & class based games, this might provide better ways to handle "multiclassing", and would also allow to stop or slow down level advancement (because you feel best at a certain power level for example) without giving up character advancement as a whole.
I think E6 is a good example for this - Gain raw power over 6 levels, then just broaden your abilities.
One could do something similar to D&D 4E tiers - people stop at level 10, 20 or 30, and then just get new feats of their tier and new powers of their existing levels which they can switch around each day or each encounter.
---
So, what do you think? Could such a method work? Are their games that already use this concept? What would you do with this idea?
Characters can basically grow in two ways in most games:
1) Their statistics "increase" - your BAB goes up, your strength score increases, you add another skill rank or something.
2) The character gains a new ability - you learn a new skill, you pick a feat.
There are some overlaps in most games, since most basically don't distinguish between these two aspects. But still, this might be something to change about in games.
D&D always mixed these two, except in one special case:
Wizards learning new spells. You can learn a new spell (but not a new level of spell) by getting a scroll or something similar to learn it.
4E does this with rituals.
4E (and 3e PHB 2) have "retraining" rules, which are a little bit like this idea.
Using 4E as a basis:
- As you gain levels, you gain your half level bonus to everything, improve your ability scores, and you gain new power slots.
- Parallel to that, you learn new feats (in your level range, for example your tier), and you learn new powers.
A more point based game might use this more "loose" rules:
- You have a maximum rank for skills that you can increase by gaining experience.
- With training, you can learn new skills or improve existing ones, but you can't increase them over you maximum rank.
The distinction I would made would be "training" vs "experience". Training can be done in the safe comfort of a training ground. Training might cost you money or require a teacher. But if you are "out in the field", you can gain experience. And experience really means you deepen your abilities and learn things that training just can't teach you.
Experience gives you power, Training gives you versatility. Now, versatility to some extent is power, but it it still gives you a certain upper limit. Having a +5 modifier to all skill checks thanks to training is nice, but sometimes you really want a +10 modifier to Diplomacy, and that's why you still need experience.
Question is - how do you gain training, how do you gain experience?
The easiest way in D&D might be to give experience as usual - kill monsters, take their stuff, complete puzzles. Training would require money to be spent, and that's it.
But one could go a different route.
Fulfilling certain camapign or character goals (Quests?) could award XP. Killing monsters is basically training. Or maybe it is a mix of both? You get more training for weaker monsters or easy encounters, and more XP for powerful monsters or difficult encounters.
Quests might also be a way to access certain training - a rare ritual, a trainer that improves your skill.
In videogames, one might gain XP for solving quests and reaching certain milestones in the game world. You gain "TP" for what in most games exist as "grinding".
---
Finally - why bother?
Good question. I think the distinction between "versatility" and "power" can be useful. It provides a better way to balance characters in games that allow a more free-form way to advance characters. Many point-buy games suffer from the fact that versatile characters lack power. You might be able to create "soft" rules on versatility and power to keep a balance. For example, you could say every character has maybe 4 core skills (a combat skill, a social skill, a knowledge skill and a "general adventuring" skill) that always improve with your characters power, but in the meantime you can freely decide how much you specialize and how much you go into your versatility. This way there is always one surefireway to contribute (rely on your core skill), but you have still ways to distinguish youself from others.
In a level & class based games, this might provide better ways to handle "multiclassing", and would also allow to stop or slow down level advancement (because you feel best at a certain power level for example) without giving up character advancement as a whole.
I think E6 is a good example for this - Gain raw power over 6 levels, then just broaden your abilities.
One could do something similar to D&D 4E tiers - people stop at level 10, 20 or 30, and then just get new feats of their tier and new powers of their existing levels which they can switch around each day or each encounter.
---
So, what do you think? Could such a method work? Are their games that already use this concept? What would you do with this idea?