Michael Morris
First Post
I'm going to start this post off with a bit of rambling about something I call recombinant rule sets. A recombinant rule set is a set of rules that can be put together a large or even well nigh infinite ways. They allow a game to have a gradual learning curve since getting the basics down is fairly simple, but more complex concepts possible within the system only become noticable with play.
Chess is a great example of a highly recombinant rule set. You can write the rules of chess on a single piece of paper, but the way those rules combine to form the game has been the subject of whole libraries of books.
Anyway, recombinant rules are good for players because they allow a high amount of flexiabilty. They can play hell with designers though because the interchangable nature of these sets can make it difficult, perhaps impossible in some cases to properly playtest each combination. Also, by their very nature recombinant rule sets tend to have "optimal" configurations, and there are players who derive joy from finding these configurations.
This tactic is often derided in RPG's as munchkinism but I don't think this should necessarily be the case. After all, these systems reward the players who study the game and plumb through it's literature. Along the way to finding their favored combination they often pick up a lot of knowledge to other parts of the setting and to the rules in general.
The trick for the designer or the DM is to insure that this reward isn't so significant that it sways the "balance" of the game into that player's favor. The veteran with a "twinked" character shouldn't have an overwhelming advantage over the new player or else the game loses interest for the new player.
D20's rule set is more "recombinant" than D&D editions past, though it's nowhere near as elegant as chess. Recently though I picked up Unearthed Arcana and as I was pouring through it I found myself wondering what can be done to the game to reduce the up front complexity of the game and of the setting while retaining the richness having a lot of classes offers. Incidently I was also playing Final Fantasy Tactics Advance. Generic classes. A light went on.
Why not limit the players to just three classes and move all the other advanced classes to prestige classes. To compensate, remove all multiclassing penalties - so multiclassing becomes the means of customizing characters - the trick is to make sure none of them are front loaded. Another common problem with prestige classes is that their entry requirements are such that players need to be aware of them from the start to reach them. That can be fixed by loosening their prestigeness up a bit.
Anyway, now I truly am babbling. Over on the sleight of mind preview I let drop an "acquisition cost" - specifically 1UUU. What does that mean. Well, it's a solution I hit upon for a very old D&D problem.
There are 3 major spellcasting groups - druid, cleric, sorcerer/wizard. Many attempts have been made at combining these classes, and a single spellcasting class poses the problem of having indistinct magic users who always take "the best spells." How does one stop this? Quick aside time...
Magic: The Gathering forces its players to make creative choices about the spells they use by using colored mana costs. For those not familiar with this classic CCG each turn you play a land that can produce one of five color of mana. You then tap the land to draw upon the power necessary to play the spells you want. Since you can normally only play 1 land per turn there is a set escaltion of the power of the spells you can use over time. Further, the color costs of each spell demand that you choose spells that your lands can support. You can't throw in "the best spells," you have to choose from among those you can cast.
Back to D&D. D&D has long restricted spell access along class lines. Remove those lines and something must step in to replace it. Meanwhile, Art of Magic already involved a sorting of the spells into the 5 colors in order to stimulate the flavor of MtG in the d20 millenu without actually emulating the card game. To date specialists in each color (magi) had advantages in gaining spells of that color. However, this lacked a certain elegance - you still couldn't form your own spell list like a Magic player could by choosing different lands. Eventually, given time, a Magic player can play out the lands necessary to play any spell in the game - he just might get his clock cleaned while doing it.
Similarly a D&D character in such a world should be able to reach all the spells eventually - it just shouldn't be easy nor should it be something that can be fully accomplished pre-epic levels.
Then, a light went on - acquisition cost. Enough of the history of how I arrived at the rules - here's the tenative version (unplaytested).
[h1]Acquisition Costs[/h1]
beta
[bq]There are five types of magic in Dusk: Blue, Black, Green, Red or White. There are also five spheres of magic of the same colors as the spells. When a player first creates a spellcaster, choose a sphere for the character. Each time the character gains access to a new level of spells she chooses a new sphere or an additional copy of an existing sphere.
Each spell has a aquistion cost equal to it's level. This cost is expressed as a number and a letter as follows: Blue (U), Black (B), Green (G), Red (R) or White (W). Each letter in a spell's cost designates one sphere of that specific color, and a spellcaster may fulfil the numeric cost with any spheres she happens to possess. Learning a spell doesn't expend any spheres - the spheres simply represent the character's area of learning with magic and determine what spells can be learned and in the case of scrolls and wands what items can be used.
Under this system a 4th level spell may have an acquistion cost of 4, 3W, 2WW, 1WWW or WWWW. The W spheres may be any other color. Multicolored spells are possible but not explored in Art of Magic. A 7th level spellcaster with spheres WWUG can learn a 4th level spell with a acquisition cost of 4, 3W, 3U, 3G, or 2WW.
This system presents characters with a stearn choice. They can take the same sphere multiple times to specialize in a type of magic, or they can spread out and learn spells from various areas while being denied access to more exclusive spells.
Designers are also given a useful tool in being able to exclude specialized and possibly troublesome spells from generalist casters. Cure spells could for instance be set up with all white casting costs. While this doesn't preclude a battle mage from learning a simple 1st level cure, raise dead is another matter entirely and in any case the learning of the cure spell will limit him in other areas.[/bq]
Ok, there it is. I hope you guys like it and please, please, give me some feedback on this wild, untested in play idea.
Chess is a great example of a highly recombinant rule set. You can write the rules of chess on a single piece of paper, but the way those rules combine to form the game has been the subject of whole libraries of books.
Anyway, recombinant rules are good for players because they allow a high amount of flexiabilty. They can play hell with designers though because the interchangable nature of these sets can make it difficult, perhaps impossible in some cases to properly playtest each combination. Also, by their very nature recombinant rule sets tend to have "optimal" configurations, and there are players who derive joy from finding these configurations.
This tactic is often derided in RPG's as munchkinism but I don't think this should necessarily be the case. After all, these systems reward the players who study the game and plumb through it's literature. Along the way to finding their favored combination they often pick up a lot of knowledge to other parts of the setting and to the rules in general.
The trick for the designer or the DM is to insure that this reward isn't so significant that it sways the "balance" of the game into that player's favor. The veteran with a "twinked" character shouldn't have an overwhelming advantage over the new player or else the game loses interest for the new player.
D20's rule set is more "recombinant" than D&D editions past, though it's nowhere near as elegant as chess. Recently though I picked up Unearthed Arcana and as I was pouring through it I found myself wondering what can be done to the game to reduce the up front complexity of the game and of the setting while retaining the richness having a lot of classes offers. Incidently I was also playing Final Fantasy Tactics Advance. Generic classes. A light went on.
Why not limit the players to just three classes and move all the other advanced classes to prestige classes. To compensate, remove all multiclassing penalties - so multiclassing becomes the means of customizing characters - the trick is to make sure none of them are front loaded. Another common problem with prestige classes is that their entry requirements are such that players need to be aware of them from the start to reach them. That can be fixed by loosening their prestigeness up a bit.
Anyway, now I truly am babbling. Over on the sleight of mind preview I let drop an "acquisition cost" - specifically 1UUU. What does that mean. Well, it's a solution I hit upon for a very old D&D problem.
There are 3 major spellcasting groups - druid, cleric, sorcerer/wizard. Many attempts have been made at combining these classes, and a single spellcasting class poses the problem of having indistinct magic users who always take "the best spells." How does one stop this? Quick aside time...
Magic: The Gathering forces its players to make creative choices about the spells they use by using colored mana costs. For those not familiar with this classic CCG each turn you play a land that can produce one of five color of mana. You then tap the land to draw upon the power necessary to play the spells you want. Since you can normally only play 1 land per turn there is a set escaltion of the power of the spells you can use over time. Further, the color costs of each spell demand that you choose spells that your lands can support. You can't throw in "the best spells," you have to choose from among those you can cast.
Back to D&D. D&D has long restricted spell access along class lines. Remove those lines and something must step in to replace it. Meanwhile, Art of Magic already involved a sorting of the spells into the 5 colors in order to stimulate the flavor of MtG in the d20 millenu without actually emulating the card game. To date specialists in each color (magi) had advantages in gaining spells of that color. However, this lacked a certain elegance - you still couldn't form your own spell list like a Magic player could by choosing different lands. Eventually, given time, a Magic player can play out the lands necessary to play any spell in the game - he just might get his clock cleaned while doing it.
Similarly a D&D character in such a world should be able to reach all the spells eventually - it just shouldn't be easy nor should it be something that can be fully accomplished pre-epic levels.
Then, a light went on - acquisition cost. Enough of the history of how I arrived at the rules - here's the tenative version (unplaytested).
[h1]Acquisition Costs[/h1]
beta
[bq]There are five types of magic in Dusk: Blue, Black, Green, Red or White. There are also five spheres of magic of the same colors as the spells. When a player first creates a spellcaster, choose a sphere for the character. Each time the character gains access to a new level of spells she chooses a new sphere or an additional copy of an existing sphere.
Each spell has a aquistion cost equal to it's level. This cost is expressed as a number and a letter as follows: Blue (U), Black (B), Green (G), Red (R) or White (W). Each letter in a spell's cost designates one sphere of that specific color, and a spellcaster may fulfil the numeric cost with any spheres she happens to possess. Learning a spell doesn't expend any spheres - the spheres simply represent the character's area of learning with magic and determine what spells can be learned and in the case of scrolls and wands what items can be used.
Under this system a 4th level spell may have an acquistion cost of 4, 3W, 2WW, 1WWW or WWWW. The W spheres may be any other color. Multicolored spells are possible but not explored in Art of Magic. A 7th level spellcaster with spheres WWUG can learn a 4th level spell with a acquisition cost of 4, 3W, 3U, 3G, or 2WW.
This system presents characters with a stearn choice. They can take the same sphere multiple times to specialize in a type of magic, or they can spread out and learn spells from various areas while being denied access to more exclusive spells.
Designers are also given a useful tool in being able to exclude specialized and possibly troublesome spells from generalist casters. Cure spells could for instance be set up with all white casting costs. While this doesn't preclude a battle mage from learning a simple 1st level cure, raise dead is another matter entirely and in any case the learning of the cure spell will limit him in other areas.[/bq]
Ok, there it is. I hope you guys like it and please, please, give me some feedback on this wild, untested in play idea.
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