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<blockquote data-quote="Lanefan" data-source="post: 5040169" data-attributes="member: 29398"><p>Understood. I'd still prefer Strength to deal with offense and Dex. to deal with defense (in your original summation, no ability affects AC or physical defenses e.g. dodging); in other words, simple but in a different way.</p><p>Why does it have to be damage-based at all? The idea of undead turning is to make them run away - they don't take damage from it, except if the turning Cleric is really successful the undead are destroyed outright. The fun part of the run-away turning is that you know they're going to come back - all you've done is give yourself time to prepare.</p><p>Yes, I think I did misunderstand, and I still don't get it. Also, how does this handle (if at all) someone who wants flexibility in how their classes advance? For example, if I'm playing a Fighter-Thief and want it to be mostly Fighter with just a bit of Thieving on the side (e.g. about a 75-25%ExP division), can your idea do this? Leaving the classes' ExP charts independent allows for this... </p><p>I call anything messy that makes the player do more bookkeeping at level-up, because in my own experience even the simplest of bookkeeping gets regularly missed, forgotten, or screwed up. Add to this that you're thinking of a 36-level game (as noted below), meaning characters are probably bumping on a relatively frequent basis, and you're staring down the barrel of a bookkeeping nightmare.</p><p></p><p>That said, I'd prefer very infrequent level bumps but each being significant. I don't at all mind the idea of a 1-10 or 1-15 game design; and while I like the idea of a 10th being much more powerful than a 1st I also want to see a system where a lucky 1st *can* seriously threaten a 10th. My example here is and always has been Merry, Eohyl, and the Ringwraith: you've got a somewhat-experienced Fighter and a nobody bringing down one of the most feared and powerful foes in the world. Any game of mine absolutely has to allow for this to happen, somehow.</p><p>I've found the game tends to break down badly around name level; many years of tweaks and changes have extended the playable range to (maybe) 12th-14th here, but that's it, I think.</p><p>I never used the BECMI system as written (though I've poached many an adventure from it), but having read some of the high-level adventures for it I really have to wonder how well it plays after about the 12th-15th range.</p><p>Where I'd just go with the simplest, with the balancing mechanism being how many (or few) they can cast in a day.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5040169, member: 29398"] Understood. I'd still prefer Strength to deal with offense and Dex. to deal with defense (in your original summation, no ability affects AC or physical defenses e.g. dodging); in other words, simple but in a different way. Why does it have to be damage-based at all? The idea of undead turning is to make them run away - they don't take damage from it, except if the turning Cleric is really successful the undead are destroyed outright. The fun part of the run-away turning is that you know they're going to come back - all you've done is give yourself time to prepare. Yes, I think I did misunderstand, and I still don't get it. Also, how does this handle (if at all) someone who wants flexibility in how their classes advance? For example, if I'm playing a Fighter-Thief and want it to be mostly Fighter with just a bit of Thieving on the side (e.g. about a 75-25%ExP division), can your idea do this? Leaving the classes' ExP charts independent allows for this... I call anything messy that makes the player do more bookkeeping at level-up, because in my own experience even the simplest of bookkeeping gets regularly missed, forgotten, or screwed up. Add to this that you're thinking of a 36-level game (as noted below), meaning characters are probably bumping on a relatively frequent basis, and you're staring down the barrel of a bookkeeping nightmare. That said, I'd prefer very infrequent level bumps but each being significant. I don't at all mind the idea of a 1-10 or 1-15 game design; and while I like the idea of a 10th being much more powerful than a 1st I also want to see a system where a lucky 1st *can* seriously threaten a 10th. My example here is and always has been Merry, Eohyl, and the Ringwraith: you've got a somewhat-experienced Fighter and a nobody bringing down one of the most feared and powerful foes in the world. Any game of mine absolutely has to allow for this to happen, somehow. I've found the game tends to break down badly around name level; many years of tweaks and changes have extended the playable range to (maybe) 12th-14th here, but that's it, I think. I never used the BECMI system as written (though I've poached many an adventure from it), but having read some of the high-level adventures for it I really have to wonder how well it plays after about the 12th-15th range. Where I'd just go with the simplest, with the balancing mechanism being how many (or few) they can cast in a day. Lanefan [/QUOTE]
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