skeptic said:
Can you clearly explain to us what is the goal of the game you are trying to build?
To simulate a fantasy setting, of course.
I want a system that allows for both grim-and-gritty play, at lower levels, and "heroic" play, at higher levels. Heroism is not kicking ass and taking names right out of the gate, all the time, without breaking a sweat: you have to
earn that awesomeness, and the title of "hero" that goes along with it. Otherwise, the title has no meaning.
I want a system that has solid mechanics for combat, for social encounters, and for crafting. I want an economic system that makes sense and is internally consistent. I want magic items to range from relatively common to the exceedingly rare - and to be such that parties looting magic items from NPCs will not always result in their having an excess of wealth.
I want casters and melee-types to be relatively balanced with each other, such that one does not overshadow the other in all situations. I want combat classes that are diversified, such that one is not simply a "fighter" - there are multiple approaches to combat, and you have to choose one, with each having strengths and weaknesses. I want the mechanics of each class to reinforce the flavor of the class: defender-type classes will have mechanics to encourage them to do that, while assassin-types will have mechanics that encourage them to be sneaky and ambush people.
I want a system in which having a city full of 5th-level commoners, who have never seen a combat in their lives, makes sense. I want a system in which one could never pick up a sword, and still gain xp. I want to have social encounters be as mechanically involved and interesting as physical combats. I want the idea of making magic items to be more than just spending gold and burning xp: you must find the materials and someone capable of crafting it.
I want a system that is internally consistent, allows for non-combat situations to be as mechanically complex and involved as combat, and rewards something other than just killing things. I want a system that encourages the idea that the in-game world is alive, and that it is internally-consistent and sensical.
Hope that helps.
LostSoul said:
My thinking was that the DM, playing "the world", is the one who can say, "Now, the conditions are right." I don't think that kind of DM authority aids narritivism at all - I think it takes away chances for players to make thematic statements.
Hmm... I suppose. Still, though, that kind of thing would irk me. I want the player to be able to say, "Okay, now I use this martial daily power," without having to be told by the DM that it's alright to use now. I'm fine with the mechanic as it stands, I just want it to have a good explanation.
drjones said:
No.
Dr. Awkward said:
The player is not the golfer. The character is the golfer. The golfer doesn't get to decide when he gets the eagle. The player playing the golfer gets to decide when the golfer has a chance to get an eagle, and then rolls the dice to see if he pulls it off.
I still have issues with this explanation. I still believe that when the player decides something about the character is doing, the character is making a similar decision.
Hrothgar Rannúlfr said:
What if a character could spend a number of healing surges to be able to use a daily power a second time?
That could work, I suppose. It would seem to fit with the supposed in-game explanation for healing surges, but I don't think that you should be using a healing resource to fuel your combat abilities. That seems like it would be a poor design decision.