(Psi)SeveredHead
Adventurer
I got an answer from Rich Redman
True, but combat is run almost the same way in every campaign, whereas non-combat situations are not. It's no easier for a GM to run non-combat situations than combat situations, but there aren't any rules to define that - or rather, very few - and any such rules tend to be simplistic.
(Make Diplomacy check. Success? NPC agrees.)
I don't think any GM actually runs their game like that, but that's the rules.
In any event I'm expecting heroes of each class to be balanced with each other in combat and out. Any hero can take social skills and, more importantly, how you play your character is more important in a non-combat situation (except investigative) than you stats and skill points. IME, of course.
However, I couldn't be sure whether the Smart was weak or not because I didn't know how the Plan talent really worked, hence the threads.
I have to disagree. A low-level Modern characters owns a low-level DnD character, if they're not a spellcaster. For instance, a Charismatic can pull off the same king of benefits as a bard (even faster at the lower levels) without spending slots. A low-level Strong or Strong/Soldier can quickly out-damage a fighter. (Strong 3/Soldier 2 gives you +4 damage before Strength modifiers!)
Not that I'm expecting them to match their DnD counterparts,
Yeah, I know what you mean. Unfortunately Tactical Aid was outclassing Plan by a significant margin.
I got this from Bullet Points, just yesterday:
You are technically breaking the rule if they're not talking during those rounds of jogging, but I wouldn't be a PitA to my players about it.
And it can cause problems, too. You take longer to get some of the better talents (like Plan), so, if for instance you were playing a Strong/Smart military officer, you might not see Plan until 5th-level. You start playing at 1st-level.
Plus it can wreak havoc with your BAB... this can be solved if you "smooth" the BAB progression for multiclass characters (and Fast Defense bonuses, too).
IME mental classes don't multiclass well with each other if you have any interest in combat, whereas they mix well with physical classes (and the physical classes generally mix well with each other, BAB excepted).
After looking at a stat block in Columbia D20, I'm inclined to agree. I simply added the bonus to all the affected skills. (Oops.)
This is good advice. I'll have to see what a 9th-level Smart Hero can do before I finish converting Klick Klack, however. (They can get some insane bonuses, as you've mentioned.)
For example, let's say that character A has ranks in Knowledge (tactics). He's about to go into battle against guerrillas in Whammyzammystan, and the player tells the GM he wants to make a Knowledge (tactics) check. If he succeeds, the GM tells him what kind of forces he's likely to face and how they typically behave in combat. Character B has the Plan talent. He looks at his team and their capabilities and uses that to set an ambush. Now, if I were the GM, I would rule that he wouldn't know where to set that ambush unless he (a) saw the enemy coming and had a minute to prepare, or (b) made a Knowledge (tactics) check.
Let me give you a real world example: Suppose you're in a military and you're in combat with an opponent trained in Soviet doctrine. You see a few vhicles which you recognize as light scouts. You report this information up the chain of command - and at this stage, it's only information. The battalion military intelligence officer (the S2) recognizes the unit as an advanced recon element, and according to Soviet doctrine, it's 3 miles ahead of the next element, and about 8 miles ahead of the main body. Now the information has become intelligence, interpreted information, and that change is what I would use Knowledge (tactics) to govern. Planning comes in as a response to intelligence, for example requesting artillery and air strikes about 8 miles behind that advanced element, and allowing the advanced element to pass unmolested in order to lure the main body into a kill zone - set up using Plan.
takyris said:Hmm. A few thoughts.
1) Saying "Smart/Charismatic heroes are weak in a combat-heavy game" is a bit like saying "Strong heroes are weak in my CSI:Interpol game", when said game deals primarily with noncombative jewel thieves. The game is good for what the GM puts into it.
True, but combat is run almost the same way in every campaign, whereas non-combat situations are not. It's no easier for a GM to run non-combat situations than combat situations, but there aren't any rules to define that - or rather, very few - and any such rules tend to be simplistic.
(Make Diplomacy check. Success? NPC agrees.)
I don't think any GM actually runs their game like that, but that's the rules.
In any event I'm expecting heroes of each class to be balanced with each other in combat and out. Any hero can take social skills and, more importantly, how you play your character is more important in a non-combat situation (except investigative) than you stats and skill points. IME, of course.
However, I couldn't be sure whether the Smart was weak or not because I didn't know how the Plan talent really worked, hence the threads.
2) Comparing d20 Modern heroes to D&D heroes is not always a great idea. The classes are balanced in different ways and intended for different sorts of campaigns. I know that Joshua Dyal runs a game that uses those classes together, but unless you're really good at keeping plates spinning as a GM, you shouldn't be combining those classes -- and you definitely shouldn't be trying to power-balance them. D&D characters win. Really. Almost all the time. d20 Modern heroes are a fair amount weaker. That's the way the designers wanted it -- they wanted heroes to be afraid of getting caught in a hail of gunfire even at mid-to-high levels. They wanted it to require a difficult and focused choice to have a BAB equal to your level -- and even more difficult for a ranged-attack specialist.
I have to disagree. A low-level Modern characters owns a low-level DnD character, if they're not a spellcaster. For instance, a Charismatic can pull off the same king of benefits as a bard (even faster at the lower levels) without spending slots. A low-level Strong or Strong/Soldier can quickly out-damage a fighter. (Strong 3/Soldier 2 gives you +4 damage before Strength modifiers!)
Not that I'm expecting them to match their DnD counterparts,
3) Like most things in d20 Modern, this stuff isn't great all by itself. It's all in how you combine it. Back before the errata changed the way the Soldier's tactical aid ability worked, I had a field day with a Smart/Soldier. He was an officer -- not as good a shot as his sergeant or as tough as his men, but if he could set up a battle plan, he could give his boys a much better chance to come out of there alive. (Plan plus Tactical Aid, pre-errata.)
Yeah, I know what you mean. Unfortunately Tactical Aid was outclassing Plan by a significant margin.
4) I don't know if I'm breaking a rule with this interpretation, but I ruled that the plan-timer doesn't kick in until a predetermined point. If you and the bad guys are 300 feet away from each other, and you're going to spend the next three rounds moving in at a jog, it seems lame to have the plan expire by the time you close -- especially if the plan is "Okay, as soon as we're in close, Billy, you hit them from the side, Tom, come in straight up the middle and harry their inner circle, and Mitch, hang back behind cover and pick off anybody who breaks out of the fight." I don't start the timer until the first roll that would be modified by that plan starts.
I got this from Bullet Points, just yesterday:
When can a Smart hero use his plan ability? Can he make a plan before storming through a closed door even if he has absolutely no idea what is on the other side? Also, how far in advance can a plan be made? Can he make multiple plans in advance to be ready for several encounters?
According to the talent description, a plan must be drawn up prior to a "dramatic situation" -- basically, prior to an encounter. In fact, the talent might be stated better if the first sentence simply said, "Prior to an encounter, the Smart hero can develop a plan of action to handle the situation."
Creating a plan takes 1 minute. Once that minute is over, the bonus from the plan kicks in, and the clock is ticking. (The Smart hero, like all characters, can spend all the time he wants "planning" in advance, but the actual bonus comes from the 1 minute spent preparing and reviewing the specifics of the plan before the encounter.) For this reason, the Smart hero can't ever have more than one plan in effect (or "queued up").
The Smart hero needs no specific information about the encounter before creating his plan. He bases it on primarily what he knows about his group's strengths and on what he intuits about potential pitfalls, not on the specific circumstances of the encounter. If the Smart hero happens to have a great deal of specific, accurate information about the upcoming encounter, the GM might consider giving him a +2 circumstance bonus on the Intelligence check for the plan. But if he's just throwing together a plan before busting through a door and he has little knowledge of what's on the other side, that's OK.
So what restrictions are there on the use of the plan talent? Only those that arise from its preparation requirement and time limit. For example, it may be impossible to spend a minute muttering over a plan on one side of a door when a bunch of bad guys are waiting on the other side. They may hear the hero talking to his comrades, or a bad guy might randomly walk out the door during the minute that the group is huddled outside. The bonus from the plan lasts for only a few rounds, so if it takes a few rounds to get from a spot where the group can discuss the plan to the actual starting point of the encounter, the plan doesn't do much good.
The plan talent should be useable fairly often, but when it isn't practical, the heroes must do without it.
You are technically breaking the rule if they're not talking during those rounds of jogging, but I wouldn't be a PitA to my players about it.
5) Another note about these classes in combat: The designers were big on multiclassing, and you should be, too. The classes were designed, I believe, to work best when multiclassing.
And it can cause problems, too. You take longer to get some of the better talents (like Plan), so, if for instance you were playing a Strong/Smart military officer, you might not see Plan until 5th-level. You start playing at 1st-level.
Plus it can wreak havoc with your BAB... this can be solved if you "smooth" the BAB progression for multiclass characters (and Fast Defense bonuses, too).
IME mental classes don't multiclass well with each other if you have any interest in combat, whereas they mix well with physical classes (and the physical classes generally mix well with each other, BAB excepted).
Sure, you can maximize your Savant or Fast-Talk ability by taking levels solely in Smart or Charismatic -- that's your choice -- but don't complain about it when a Strong/Charismatic mix is able to have more fun in combat. They paid for it. The Strong/Charismatic mix is good for a hard hitting sergeant who can also inspire his troops or work the system to get his men special treatment. A Tough/Charismatic works well for this, too -- less damage output, but he gets the reputation as the iron-jawed sergeant who can survive anything, and who gets his troops through the worst situations by yelling at them until they're more scared of him than of the enemy.
6) I don't believe that Fast-Talk applies to combat bluffs, since a feint in combat isn't an attempt to lie, dissemble, or bend the truth through words. I could be way wrong, though.
After looking at a stat block in Columbia D20, I'm inclined to agree. I simply added the bonus to all the affected skills. (Oops.)
7) In comparing the Charismatic Hero to the Smart Hero, remember that the Smart hero not only has more skill points, but more class skills to choose from. Where most d20 Modern folks have to either accept that their character is focused in a limited area, or spread out with lots of skills that don't have a ton of ranks, the Smart Hero has the ability to excel in a ton of skills. With Savant, as you mentioned, and with skill synergies, you've got the class capability to do some crazy stuff. Of course, as I mentioned before, the class is limited to doing great intelligent stuff on its own. It's probably more fun to play if you combine it with a physical class, like Fast. A Fast/Smart hero with the Criminal, Adventurer, or Athletic occupation can be amazingly fun to play, and useful as well.
8) To reiterate something about the importance of skills: This is something I've come up with myself, so no clue as to whether this is what the designers intended, but I believe that a good baseline for "skill DC that a hero should have to make for an average, not-critical-and-non-retryable check" is 14+level. A GM should be giving 1st-level PCs lots of DC15 skill checks -- not necessarily checks that are "succeed or you blow the mission", but checks that provide good ways to accomplish their objectives. A character with max'd ranks and a +0 ability modifier makes a DC14+level check 50% of the time. A character with max'd ranks, a +2 ability modifier, and some feat or talent that adds a +2 bonus succeeds 70% of the time.
This is good advice. I'll have to see what a 9th-level Smart Hero can do before I finish converting Klick Klack, however. (They can get some insane bonuses, as you've mentioned.)
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