Moderator: GMSarli
1 2 3
1 3 2
2 1 3
2 3 1
3 1 2
3 2 1
2 2 2
babs wrote:I think Gary had a pretty similar idea to your specializations. ...
j0lt wrote:I'm hoping for the 6 base classes to be a little more generic than those, but aside from that, they're pretty cool.
Kaldaen wrote:Jared, I agree that class names need to be descriptive of one's character, and that names like Strong, Tough or Smart just don't convey enough information. However, I think the class names you listed are too restrictive, and would only work in a modern/futuristic setting. Having class names that don't convey enough information is less of a problem than trying to deal with a class name that doesn't fit at all in your genre, such as a "Gunslinger" in a fantasy setting.
Kaldaen wrote:I was never thrilled about the generic class names from d20M, but they have one advantage that a five-class system doesn't. With one class devoted to each of the six character attributes, it is much more likely that each of these attributes will have a full list of abilities associated with it. In D&D 3.5 and SWSE, there were some attributes that were significantly more important than others, and some that were almost universal dump stats. The possibilities for character building and concept development expand greatly if each of the six main stats have something you can actively do with them.
Kaldaen wrote:Generic class names are the best way to allow the classes to fit in a wide variety of genres. It would be your choice of talents that describe your character's role in the party and in the setting. I believe this is what GMSarli was getting at in the FAQ when he suggested that a spellcaster in a fantasy setting would take talents from the "Wizard" talent tree, which would be available to the Smart Hero class. If this were your character, and someone asked you to describe him, you'd probably respond by saying, "He's a Wizard."
Kaldaen wrote:With that in mind, I think it might be a good idea for one's class(es) to take a less prominent position on the character sheet, and use one's concept or talent trees be the primary descriptor. That way the generic class names will be less of an issue, and the first few lines on the sheet give a better idea of what the character does within the setting. I don't know about the rest of you, but I'd rather not have to explain why Gunslinger doesn't really mean what everyone automatically thinks it means in a "swords and horses" setting. I also don't want to give a clumsy answer like, "Agile Hero 4, Tough Hero 2," because this doesn't convey any information at all. I'd much rather say, "I'm a Ranger."
GMSarli wrote:Unless the vast majority of patrons decide otherwise, I definitely will want to use classes in e20. The reason is that class levels are integral to the way I want to handle talents and balancing multiclass characters.
Imagine that two talent trees -- one for the Smart Hero, and one for the Strong Hero -- each have six talents. The first has no prerequisite, but the rest require a certain number of levels in the class (e.g. Smart 2nd, Smart 4th, Smart 6th, Smart 8th, Smart 10th). Each talent -- regardless of level! -- is just as powerful as any other talent because they scale based on your character level, not your class level. But the talents you qualify for depend on how many levels you have in a particular class. So, if Hero A becomes a 10th-level Smart hero, he can access all of those talents, and Hero B (a 10th-level Strong Hero) can do the same thing with his talent tree. Along comes Hero C, and he wants to multiclass: He goes Strong 6/Smart 4, giving him access to some of each talent tree, but not all of either of them. (Specifically, he has access to Strong 1st, Strong 2nd, Strong 4th, Strong 6th, Smart 1st, Smart 2nd, and Smart 4th -- there are a total of seven different talents he could potentially take, a little higher than Hero A or Hero B at 6 talents each, but he can't access the top end of either talent tree.)
Furthermore, having classes with more than one talent tree lets you get more mileage out of this system: A wizard might take talents from both the Conjuration and Evocation talent trees, but his access to the talents therein is based off his Smart Hero class level. The idea is that these two talent trees are sufficiently similar that your level in a single class improves your access to both of them.
Shawn Burke wrote:I'm hoping characters will get more than one talent at first level.
About the 6 generic classes - I can see a strength, dex, int, wis, chr class but what is Constitution based class?
Shawn Burke wrote:I'm hoping characters will get more than one talent at first level.
Shawn Burke wrote:About the 6 generic classes - I can see a strength, dex, int, wis, chr class but what is Constitution based class?
JaredGaume wrote:Kaldaen wrote:Generic class names are the best way to allow the classes to fit in a wide variety of genres. It would be your choice of talents that describe your character's role in the party and in the setting. I believe this is what GMSarli was getting at in the FAQ when he suggested that a spellcaster in a fantasy setting would take talents from the "Wizard" talent tree, which would be available to the Smart Hero class. If this were your character, and someone asked you to describe him, you'd probably respond by saying, "He's a Wizard."
Why would the Wizard talent tree be restricted to the Smart Hero, why couldn't an intelligent Strong Hero do so just as easily?
JaredGaume wrote:Better yet, in a "modular" genre design, you can introduce classes appropriate to that genre. So in a modern setting you are talking about Agents, Experts, Fighters, Gunslingers, and Rogues; but in a fantasy setting you are talking about Fighters, Priests, Rogues, and Wizards. In a "mixed-bag" setting you could have a Modern/Fantasy combo that uses Agents, Experts, Fighters, Gunslingers, and Rogues, along with Priests and Wizards. It even sets up interesting multi-classing options that aren't just "add another advanced talent tree to this class over here".
JaredGaume wrote:For me my choice of character class is my entry point into the game, how does my character fit into the game world. The specific setting will describe what classes are available to me, and how they fit in. If the classes are too generic I start wondering why there are classes at all, much less what kind of impact I expect to have on the game.
GMSarli wrote:Unless the vast majority of patrons decide otherwise, I definitely will want to use classes in e20. The reason is that class levels are integral to the way I want to handle talents and balancing multiclass characters.
Imagine that two talent trees -- one for the Smart Hero, and one for the Strong Hero -- each have six talents. The first has no prerequisite, but the rest require a certain number of levels in the class (e.g. Smart 2nd, Smart 4th, Smart 6th, Smart 8th, Smart 10th). Each talent -- regardless of level! -- is just as powerful as any other talent because they scale based on your character level, not your class level. But the talents you qualify for depend on how many levels you have in a particular class. So, if Hero A becomes a 10th-level Smart hero, he can access all of those talents, and Hero B (a 10th-level Strong Hero) can do the same thing with his talent tree. Along comes Hero C, and he wants to multiclass: He goes Strong 6/Smart 4, giving him access to some of each talent tree, but not all of either of them. (Specifically, he has access to Strong 1st, Strong 2nd, Strong 4th, Strong 6th, Smart 1st, Smart 2nd, and Smart 4th -- there are a total of seven different talents he could potentially take, a little higher than Hero A or Hero B at 6 talents each, but he can't access the top end of either talent tree.)
Furthermore, having classes with more than one talent tree lets you get more mileage out of this system: A wizard might take talents from both the Conjuration and Evocation talent trees, but his access to the talents therein is based off his Smart Hero class level. The idea is that these two talent trees are sufficiently similar that your level in a single class improves your access to both of them.
ronin wrote:I kind of like the names of the D20 Modern classes, but I have always liked the game despite it's issues. So lets brainstorm a bit here.. We have the following names so far
Strong
Tough
Fast
Smart
Dedicated
Charismatic
I guess I must be used to those names because I like them!
Jimmy Plamondon wrote:I dont see an issue with the D20 modern names either.
GMSarli wrote:I agree on the Strong, Fast, etc. names -- I want classes that fill similar niches, but the names are just too flat. The d20 Modern class names essentially describe attributes, but one of the things I like about Jared's names is that they describe roles and actions. That said, not all the names are quite what I'm looking for -- Gunslinger, in particular, is too genre-specific.
So, let's try this as an exercise: Come up with better names for each of the six d20 Modern classes, names that describes roles/actions more than attributes. Here are some possible names -- I list my current favorite, and any additional ideas are in parentheses.
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
What names do you like, and what other names might you suggest? Keep in mind that we're going for genre-neutral and names that describe roles or actions rather than attributes. Also, if possible, names should be motivation-neutral (e.g. "rogue" and "scoundrel" both imply a particular attitude toward law and society in general), but we can compromise this guideline if a particular name is an absolutely perfect fit.
GMSarli wrote:Now, since you guys have wanted to see what I'm thinking of for class structure and such, here's one of the variants I'm currently considering. First, some explanatory points:
- I'd like the average progression to work out to about +1 per level. (This makes it especially easy for the GM to modify opponents and encounters.)
- This setup assumes that Skill Training grants a +2 training bonus. Skill Focus improves your training bonus to +3 (+4 at 5th level, and +5 at 13th level).
Enhancement is a mechanic that is not based on your class and level, and it serves a very special cross-genre role.
- What's one of the biggest problems with adapting, say, D&D to a modern or space opera setting? Magic items. Magic items are a genre trope for high fantasy, and as such they're an expected part of your character's progression -- but a +2 flight suit and a +3 keen blaster don't fit in a space opera setting at all, and even a "modern fantasy" setting can only get so much mileage out of magic items before it seems out of place.
- Also, one of the things that's nice about magic items in D&D is that they're often quite memorable: You acquire them during specific encounters rather than simply gaining them automatically after accumulating enough XP. You don't control which magic items you find, so there's an element of chance that produces a fun atmosphere of anticipation when the DM starts describing the treasure you find. (You might be able to make magic items, but at least in 4E, the ones you make aren't quite as cool as the ones you might find at any given level.)
- So, to fill this niche, we have enhancements, which covers any bonus or ability that comes from something other than your class and level. In a high fantasy setting, magic items fill this niche most of the time. In a modern/future setting, on the other hand, you learn enhancements during particularly challenging encounters. An Old West sheriff who survives a high noon showdown with a notorious outlaw might earn gunslinger of quickness +2 as an enhancement. A smuggler who plows through an asteroid field to escape pursuit by warships might earn evasive maneuvers +4. A martial artist who takes down a particularly tough opponent might earn fists of the dragon. (Yes, all these names are completely 100% made up -- it's just to illustrate the concept.)
- In addition, you can train and practice to learn new enhancements between adventures. This costs time and money, and enhancements you train for are of a lower level than those you can learn during adventures (i.e. it's a lot like 4E magic items -- you can buy and/or make them, but these won't be as good as those you find).
- This makes enhancements one of the most flexible mechanics in the game, and -- best of all -- they're a way to make sure that all of the PCs feel like they can contribute in any type of encounter. For example, if you have one trained pilot and a bunch of ground-oriented characters, all but one person would normally feel a little helpless during a space battle. Using expertise, though, you can reward the "groundlings" with spacehound +1 so they can play a bigger role. Similarly, your tough, combat-oriented characters might basically sit out any social encounter, afraid to speak up for fear of messing up the hard work of the party's charisma twink. But if you give these characters intimidating presence +3 as an enhancement, they're able to make social skill checks a little better than they normally would. Is your party rogue a little out of place in academic settings and Knowledge checks? Maybe he can pick up school of hard knocks +1, giving a bonus to those skills based on his "nontraditional education."
- I fully expect this to be one of the more challenging mechanics to flesh out -- and I'm sure some of you will think it's a borderline boneheaded idea -- but I'm certain that it will help increase party flexibility and cross-genre adaptation.
There are three types of talents shown on this table, to provide a little more room for different power levels.
- Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
- Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
- Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
Different recharge times allow for a balancing factor for talents that are slightly more powerful than others. Compared to a basic attack as a power-level benchmark, a talent usable 1/round is about 20% stronger, 1/encounter is about 50% stronger, and 1/day is about 100% stronger. (This obviously becomes very subjective when you're talking about something that doesn't directly affect combat statistics, but even in those cases you can compare talents of the same type to each other to evaluate their relative value.)
The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), and the table shows a +2 added to the character's two highest abilities. (This is using a setup that is very broadly similar to 4E's racial modifiers.)
j0lt wrote:In SWSE, training gives you a +5, and most characters will only be focused in 1 or 2 skills due to the high cost of having to spend a feat. If skill training gives you a small bonus like +2, I think a lot more characters will want to be focused, but with such a small bonus from that, spending a feat is too high a cost.
j0lt wrote:One thing I don't like about D&D is the ridiculous power curve that is achieved through magic items. In most (non D&D based) fantasy fiction, you don't see the characters playing Barbie dress-up with piles of magic items. Take The Legend of Zelda for example: There are several magic items, but they all function more or less like Wondrous Items, rather than giving arbitrary bonuses. In my opinion, that's the right way to go (at least with items). With enhancements, it COULD work, but do we really want to push the power curve so high? I think that's the main reason most d20 System games lose all sense of balance past level 15, is that the power curve is simply unmanageable.
j0lt wrote:Having different levels of talents is an interesting idea, but I've got another idea for organization:
- Class Talents are talents that can only be gained by taking levels in a specific base/advanced/prestige class.
- General Talents are talents that can be taken by any character, regardless of class.
- Racial Talents are talents that boost racial abilities (for a fantasy type game), which can be used as a replacement for the Level Adjustment mechanic.
j0lt wrote:I really don't like the way 4e separated "powers" into At-Will/Encounter/Daily. I find that it's too artificial and arbitrary a mechanic (much like the Vancian casting system). I'm sure working out a more suitable mechanic will take a lot more work, but in the end, I think the game will be the better for it.
For some inspiration of a great casting system, Monte Cook's World of Darkness has an excellent system for high-magic games. For low-powered, I really like the Incantations system from d20 Modern's Urban Arcana.
j0lt wrote:[*]The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), and the table shows a +2 added to the character's two highest abilities. (This is using a setup that is very broadly similar to 4E's racial modifiers.)[/list]
As long as the various races don't end up feeling like they were designed to fit into a specific class, then it's a good idea.
GMSarli wrote:
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
j0lt wrote:[*]There are three types of talents shown on this table, to provide a little more room for different power levels.
- Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
- Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
- Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
Having different levels of talents is an interesting idea, but I've got another idea for organization:
- Class Talents are talents that can only be gained by taking levels in a specific base/advanced/prestige class.
- General Talents are talents that can be taken by any character, regardless of class.
- Racial Talents are talents that boost racial abilities (for a fantasy type game), which can be used as a replacement for the Level Adjustment mechanic.
Different recharge times allow for a balancing factor for talents that are slightly more powerful than others. Compared to a basic attack as a power-level benchmark, a talent usable 1/round is about 20% stronger, 1/encounter is about 50% stronger, and 1/day is about 100% stronger. (This obviously becomes very subjective when you're talking about something that doesn't directly affect combat statistics, but even in those cases you can compare talents of the same type to each other to evaluate their relative value.)
I really don't like the way 4e separated "powers" into At-Will/Encounter/Daily. I find that it's too artificial and arbitrary a mechanic (much like the Vancian casting system). I'm sure working out a more suitable mechanic will take a lot more work, but in the end, I think the game will be the better for it.
For some inspiration of a great casting system, Monte Cook's World of Darkness has an excellent system for high-magic games. For low-powered, I really like the Incantations system from d20 Modern's Urban Arcana.The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), and the table shows a +2 added to the character's two highest abilities. (This is using a setup that is very broadly similar to 4E's racial modifiers.) [/list]
As long as the various races don't end up feeling like they were designed to fit into a specific class, then it's a good idea.
GMSarli wrote:Well, look at it this way: Skill Training gives you a +2 to hit and +2 to damage with any attacks using that skill (and I plan on every skill having at least one attack associated with it) -- in 3.0/3.5, that's the equivalent of three feats (Weapon Focus, Greater Weapon Focus, and Weapon Specialization). Skill Focus gives an additional +1 to hit and +1 to damage, which by itself is better than 3.0/3.5 Point Blank Shot (same bonuses but only within one range increment), and it automatically improves at higher levels.
j0lt wrote:[*]The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), and the table shows a +2 added to the character's two highest abilities. (This is using a setup that is very broadly similar to 4E's racial modifiers.)[/list]
As long as the various races don't end up feeling like they were designed to fit into a specific class, then it's a good idea.
Absolutely. I don't mind a race/species being inclined toward a particular class or role (assuming that fits a particular genre and its tropes), but I agree that they shouldn't fit a given class/role too perfectly.
GMSarli wrote:[list][*]I'd like the average progression to work out to about +1 per level. (This makes it especially easy for the GM to modify opponents and encounters.)
[*]This setup assumes that Skill Training grants a +2 training bonus. Skill Focus improves your training bonus to +3 (+4 at 5th level, and +5 at 13th level).
[*]Enhancement is a mechanic that is not based on your class and level, and it serves a very special cross-genre role.
[list][*]What's one of the biggest problems with adapting, say, D&D to a modern or space opera setting? Magic items. Magic items are a genre trope for high fantasy, and as such they're an expected part of your character's progression -- but a +2 flight suit and a +3 keen blaster don't fit in a space opera setting at all, and even a "modern fantasy" setting can only get so much mileage out of magic items before it seems out of place.
[*]Also, one of the things that's nice about magic items in D&D is that they're often quite memorable: You acquire them during specific encounters rather than simply gaining them automatically after accumulating enough XP. You don't control which magic items you find, so there's an element of chance that produces a fun atmosphere of anticipation when the DM starts describing the treasure you find. (You might be able to make magic items, but at least in 4E, the ones you make aren't quite as cool as the ones you might find at any given level.)
[*]So, to fill this niche, we have enhancements, which covers any bonus or ability that comes from something other than your class and level. In a high fantasy setting, magic items fill this niche most of the time. In a modern/future setting, on the other hand, you learn enhancements during particularly challenging encounters. An Old West sheriff who survives a high noon showdown with a notorious outlaw might earn gunslinger of quickness +2 as an enhancement. A smuggler who plows through an asteroid field to escape pursuit by warships might earn evasive maneuvers +4. A martial artist who takes down a particularly tough opponent might earn fists of the dragon. (Yes, all these names are completely 100% made up -- it's just to illustrate the concept.)
[*]In addition, you can train and practice to learn new enhancements between adventures. This costs time and money, and enhancements you train for are of a lower level than those you can learn during adventures (i.e. it's a lot like 4E magic items -- you can buy and/or make them, but these won't be as good as those you find).
[*]This makes enhancements one of the most flexible mechanics in the game, and -- best of all -- they're a way to make sure that all of the PCs feel like they can contribute in any type of encounter. For example, if you have one trained pilot and a bunch of ground-oriented characters, all but one person would normally feel a little helpless during a space battle. Using expertise, though, you can reward the "groundlings" with spacehound +1 so they can play a bigger role. Similarly, your tough, combat-oriented characters might basically sit out any social encounter, afraid to speak up for fear of messing up the hard work of the party's charisma twink. But if you give these characters intimidating presence +3 as an enhancement, they're able to make social skill checks a little better than they normally would. Is your party rogue a little out of place in academic settings and Knowledge checks? Maybe he can pick up school of hard knocks +1, giving a bonus to those skills based on his "nontraditional education."
[*]There are three types of talents shown on this table, to provide a little more room for different power levels.
[list][*]Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
[*]Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
[*]Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
Stacie_GmrGrl wrote:I guess I'm a minority when I say that I think the different way 4e seperated its powers into At wills, encounters and dailies is one of the neatest features of the game. It's way better than the old "I swing, I hit.....repeat endlessly" syndrome of previous games. I love it. Makes it fun.
babs wrote:I really liked that in 3E anyone could grapple and that an Improved Grapple made the difference between whether you are good in it or not; this is opposed to SAGA where you can only grapple someone when you have got a certain feat, or where you can sever only somone when you have a certain talent. SAGA's Powerful Charge is also a really neat example of this. Everyone can charge, but some are profoundly better than others at it.
babs wrote:[*]This setup assumes that Skill Training grants a +2 training bonus. Skill Focus improves your training bonus to +3 (+4 at 5th level, and +5 at 13th level).
Looks okay to me, but at higher level it then becomes rather important to be focused in a weapon in order to use it effectively. A +3 attack differences is huge!
babs wrote:I like the idea of handing out bonuses to players, but I wonder wether these enhancement bonuses needs to be so big and wether they should be tied to specific weapons at all. In fantasies RPG, I really dislike my +5 sword because it prevented me from using any other weapons at all. Even though they would have been more appropriate thematically. I would be okay with just a Magic (+1 or +2) sword and let the rest of the bonus be tied to character training, as mentioned below. In Star Wars I really love that I can pick up a stormtrooper rifle and I am game.
babs wrote:[*]In addition, you can train and practice to learn new enhancements between adventures. This costs time and money, and enhancements you train for are of a lower level than those you can learn during adventures (i.e. it's a lot like 4E magic items -- you can buy and/or make them, but these won't be as good as those you find).
Like this. This is an interesting idea, altough I wonder how much it overlaps with the bonuses provided by skills. What different is an enhancement bonus for training different from a skill training bonus?
babs wrote:[*]This makes enhancements one of the most flexible mechanics in the game, and -- best of all -- they're a way to make sure that all of the PCs feel like they can contribute in any type of encounter. For example, if you have one trained pilot and a bunch of ground-oriented characters, all but one person would normally feel a little helpless during a space battle. Using expertise, though, you can reward the "groundlings" with spacehound +1 so they can play a bigger role. Similarly, your tough, combat-oriented characters might basically sit out any social encounter, afraid to speak up for fear of messing up the hard work of the party's charisma twink. But if you give these characters intimidating presence +3 as an enhancement, they're able to make social skill checks a little better than they normally would. Is your party rogue a little out of place in academic settings and Knowledge checks? Maybe he can pick up school of hard knocks +1, giving a bonus to those skills based on his "nontraditional education."
The important notion here is that we should make sure all PCs feel like they can contribute in any type of encounter!
babs wrote:[*]There are three types of talents shown on this table, to provide a little more room for different power levels.
- Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
- Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
- Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
I like the idea of different level of talents. I wonder, however, if it would also be an effective tool in handling situational talents. Situational talents (for example, like vehicle sneak in SAGA) are usually very difficult to balance. You don't want to give out a too big bonus because the character would be too powerful in that situation, but you also don't want it to be to small because it is only usefull in that situation. I was thinking along the lines of a Major Talent equals two Minor talents, so instead of a Major talent a player could choose to Minor Talents. I think such would make balancing talents rather easy and thus would allow the most freedom in creating Cool talents!
First, I don't plan on the "recharge" time for different talents being quite as firmly separated as they are for D&D powers. Also, I used the terms "1/encounter" and "1/day" for purposes of comparing to a familiar system (4E), but I'm certainly open to making them recharge after some number of minutes or hours.
Shawn Burke wrote:But my vote would be to keep durations for powers simple!!! 1 or 2 rounds, encounter, and daily! Counting minutes or rounds is a pain!
GMSarli wrote:So, let's try this as an exercise: Come up with better names for each of the six d20 Modern classes, names that describes roles/actions more than attributes. Here are some possible names -- I list my current favorite, and any additional ideas are in parentheses.
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
GMSarli wrote:[*]Enhancement is a mechanic that is not based on your class and level, and it serves a very special cross-genre role.
- What's one of the biggest problems with adapting, say, D&D to a modern or space opera setting? Magic items. Magic items are a genre trope for high fantasy, and as such they're an expected part of your character's progression -- but a +2 flight suit and a +3 keen blaster don't fit in a space opera setting at all, and even a "modern fantasy" setting can only get so much mileage out of magic items before it seems out of place.
- Also, one of the things that's nice about magic items in D&D is that they're often quite memorable: You acquire them during specific encounters rather than simply gaining them automatically after accumulating enough XP. You don't control which magic items you find, so there's an element of chance that produces a fun atmosphere of anticipation when the DM starts describing the treasure you find. (You might be able to make magic items, but at least in 4E, the ones you make aren't quite as cool as the ones you might find at any given level.)
- So, to fill this niche, we have enhancements, which covers any bonus or ability that comes from something other than your class and level. In a high fantasy setting, magic items fill this niche most of the time. In a modern/future setting, on the other hand, you learn enhancements during particularly challenging encounters. An Old West sheriff who survives a high noon showdown with a notorious outlaw might earn gunslinger of quickness +2 as an enhancement. A smuggler who plows through an asteroid field to escape pursuit by warships might earn evasive maneuvers +4. A martial artist who takes down a particularly tough opponent might earn fists of the dragon. (Yes, all these names are completely 100% made up -- it's just to illustrate the concept.)
- In addition, you can train and practice to learn new enhancements between adventures. This costs time and money, and enhancements you train for are of a lower level than those you can learn during adventures (i.e. it's a lot like 4E magic items -- you can buy and/or make them, but these won't be as good as those you find).
- This makes enhancements one of the most flexible mechanics in the game, and -- best of all -- they're a way to make sure that all of the PCs feel like they can contribute in any type of encounter. For example, if you have one trained pilot and a bunch of ground-oriented characters, all but one person would normally feel a little helpless during a space battle. Using expertise, though, you can reward the "groundlings" with spacehound +1 so they can play a bigger role. Similarly, your tough, combat-oriented characters might basically sit out any social encounter, afraid to speak up for fear of messing up the hard work of the party's charisma twink. But if you give these characters intimidating presence +3 as an enhancement, they're able to make social skill checks a little better than they normally would. Is your party rogue a little out of place in academic settings and Knowledge checks? Maybe he can pick up school of hard knocks +1, giving a bonus to those skills based on his "nontraditional education."
- I fully expect this to be one of the more challenging mechanics to flesh out -- and I'm sure some of you will think it's a borderline boneheaded idea -- but I'm certain that it will help increase party flexibility and cross-genre adaptation.
GMSarli wrote:
- Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
- Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
- Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
- Different recharge times allow for a balancing factor for talents that are slightly more powerful than others. Compared to a basic attack as a power-level benchmark, a talent usable 1/round is about 20% stronger, 1/encounter is about 50% stronger, and 1/day is about 100% stronger. (This obviously becomes very subjective when you're talking about something that doesn't directly affect combat statistics, but even in those cases you can compare talents of the same type to each other to evaluate their relative value.)
GMSarli wrote:
- The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), and the table shows a +2 added to the character's two highest abilities. (This is using a setup that is very broadly similar to 4E's racial modifiers.)
- The attacks and damage shown here are meant to establish an upper end to how much damage you can expect out of a PC of a given level. They assume someone who has Skill Training and Skill Focus in their attack, an enhancement that improves their main attack, and that they use their best ability score for their main attack. At that level of specialization, the character hits about 75% of the time. Someone who isn't so specialized will still hit about 50% of the time in most cases, and even a worst-case scenario is probably still hitting 25% of the time.
- Average damage per round assumes double damage on a natural 20. The "average attacks to kill" listing for different opponent types (ordinary, standard, and elite) uses the modern genre (i.e. a rifle or pistol dealing 2d8 damage) as its base. This is a very stripped-down number (not including any special abilities or templates that would normally make an opponent a little more durable), so don't be alarmed by how low it seems at times.
GMSarli wrote:I agree on the Strong, Fast, etc. names -- I want classes that fill similar niches, but the names are just too flat. The d20 Modern class names essentially describe attributes, but one of the things I like about Jared's names is that they describe roles and actions. That said, not all the names are quite what I'm looking for -- Gunslinger, in particular, is too genre-specific.
GMSarli wrote:So, let's try this as an exercise: Come up with better names for each of the six d20 Modern classes, names that describes roles/actions more than attributes. Here are some possible names -- I list my current favorite, and any additional ideas are in parentheses.
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
What names do you like, and what other names might you suggest? Keep in mind that we're going for genre-neutral and names that describe roles or actions rather than attributes. Also, if possible, names should be motivation-neutral (e.g. "rogue" and "scoundrel" both imply a particular attitude toward law and society in general), but we can compromise this guideline if a particular name is an absolutely perfect fit.
GMSarli wrote:Now, since you guys have wanted to see what I'm thinking of for class structure and such, here's one of the variants I'm currently considering. (...)
GMSarli wrote:
- Core talents are generally usable once per round, and they are the foundation of a particular talent tree. (I'm considering making a prerequisite for other talents on a tree is that you have at least one core talent -- not yet set on that.)
- Minor talents are usually defensive, movement, aiding, or noncombat actions, usually about once per encounter.
- Major talents are usually offensive or aiding actions, usually once per encounter or once per day.
- Different recharge times allow for a balancing factor for talents that are slightly more powerful than others. Compared to a basic attack as a power-level benchmark, a talent usable 1/round is about 20% stronger, 1/encounter is about 50% stronger, and 1/day is about 100% stronger. (This obviously becomes very subjective when you're talking about something that doesn't directly affect combat statistics, but even in those cases you can compare talents of the same type to each other to evaluate their relative value.)
GMSarli wrote:* The starting ability score array I'm using for the default level of heroism is 16, 14, 13, 12, 11, 10. Racial modifiers are going to be bonuses (no penalties), (...)
GMSarli wrote:* (...) assume someone who has Skill Training and Skill Focus in their attack, an enhancement that improves their main attack, and that they use their best ability score for their main attack. At that level of specialization, the character hits about 75% of the time. Someone who isn't so specialized will still hit about 50% of the time in most cases, and even a worst-case scenario is probably still hitting 25% of the time.
GMSarli wrote:*Average damage per round assumes double damage on a natural 20. (...)
GMSarli wrote:As I mentioned, this is just one variant I'm playing with and I expect a lot of this to change, but it should at least give you something to look at as a starting point.
Stacie_GmrGrl wrote:I guess I'm a minority when I say that I think the different way 4e seperated its powers into At wills, encounters and dailies is one of the neatest features of the game. It's way better than the old "I swing, I hit.....repeat endlessly" syndrome of previous games. I love it. Makes it fun.
Jimmy Plamondon wrote:Somebody mentioned something about disliking daily powers... I tend to agree.
Why not have a certain number of "stunt points" to spend on those special abilities. A minor power would cost 1, an intermediate power would cost 2 and a major power would cost 3. This way, if your character wants to burn all his pool on major powers, let him do it.
Then the party rests, regains part of their "stunt points" and move on.
(The numbers have been thrown in there without too much time to balance them out. It was meant as an example.)
j0lt wrote:It an interesting idea... And since we already have the Action Point mechanic, why not just have the "dailies" cost an AP to use instead, and the "encounter/at-will" abilities function as is?
Stacie_GmrGrl wrote:Personality as a name of a Class is worse than calling it Charismatic Hero for a class... Everybody in the game has personality, its not just being the face, its who we are as people.
Based on your description Jared the name that pops out the most to me is Tactician. Somebody who uses the field of "battle" and utilizes it the best way they know how. In this case, the field of battle is either a combat field or a social field, but the Tactician uses his conniving ways, his charisma, and his quick intellect to better use his surroundings, and his allies, survive the fight, be it combat fight or social fight.
Stacie_GmrGrl wrote:By the way Sarli, your idea of enhancements is amazing...and it can be taken across any genre and used for so many various things...super powers, magic items, spells, psionics, supernatural gifts, or even less mystical things like ownership of a company, squad leader or command that provides tactical bonuses, organization rank, social status, or even possibly used as a Wealth rank of sorts, or a bonus to wealth. You can do a lot with that and it would provide a system that crosses genres.
GMSarli wrote:babs wrote:[*]This setup assumes that Skill Training grants a +2 training bonus. Skill Focus improves your training bonus to +3 (+4 at 5th level, and +5 at 13th level).
Looks okay to me, but at higher level it then becomes rather important to be focused in a weapon in order to use it effectively. A +3 attack differences is huge!
True, but remember that I'm trying to establish the upper end of what a character's best attack would be like. A solid plurality (if not a majority) of players seem to take Skill Focus in their most-used skill -- and those that don't still get to spend that feat on something else, so they presumably still get a decent (albeit different) benefit.
GMSarli wrote:babs wrote:I like the idea of handing out bonuses to players, but I wonder wether these enhancement bonuses needs to be so big and wether they should be tied to specific weapons at all. In fantasies RPG, I really dislike my +5 sword because it prevented me from using any other weapons at all. Even though they would have been more appropriate thematically. I would be okay with just a Magic (+1 or +2) sword and let the rest of the bonus be tied to character training, as mentioned below. In Star Wars I really love that I can pick up a stormtrooper rifle and I am game.
For modern settings, I'm thinking the bonuses generally won't be tied to a particular weapon or item. (Possible exceptions might exist for some truly exceptional piece of hardware -- in SW, for example, I could certainly see the Millennium Falcon providing some kind of enhancement bonus to its pilot.)
GMSarli wrote:Skills will still have their unique uses (e.g. "trained-only" applications), and the training bonuses from skills do stack with enhancement bonuses. The main point of enhancements is to keep the gap from being too wide and -- like magic items in D&D -- to provide some interesting special abilities that you might not otherwise have. (Think of them as being sort of like talents that are tied to a particular experience instead of a particular class, level, and talent tree.)babs wrote:GMSarli wrote:
- This makes enhancements one of the most flexible mechanics in the game, and -- best of all -- they're a way to make sure that all of the PCs feel like they can contribute in any type of encounter. For example <snip>
The important notion here is that we should make sure all PCs feel like they can contribute in any type of encounter!
Precisely!
GMSarli wrote:I'm glad you brought that up, because that's one of the other things I want enhancements to help with: They're great for situational stuff.
- Let's say you have a smuggler-like character -- he needs to be a decent pilot, sure, but there's also plenty of groundling stuff he needs to be good at. He might pick up one or two talents and/or feats that fit this shtick, but he gets a little extra flair from some "maneuvers" and "stunts" that he picks up as enhancements.
- Taking that to an extreme, an ace pilot who basically lives in the cockpit might put a huge amount of his level-based resources into vehicle stuff (including plenty of enhancements), but he's still competent on the ground because of some ground-based "stances" and "gambits" that he picks up as enhancements.
- At the other extreme, a completely ground-oriented commando pumps all his level-based resources into assault stuff, but he's still useful on a transport because of some gunnery "salvos" and "attack patterns" that he picks up as enhancements.
(Or, to fall back on a D&D analogy: If you have a bunch of cloaks of elvenkind, the rest of the party can keep up with the ranger ... at least enough to keep from stumbling through the forest like a bunch of apes.)
Elsidar wrote:Here's my other concern: With a system like this, what's to keep that ace pilot from spending both talents and finances on piloting stuff and expecting GM-boosts when the party gets itself in trouble where the ace can't fly a ship? In any other game, the guy who hyper-specializes for one type of scenario is either bored or screwed when he finds himself out of his element. If this section of the book is worded poorly, the power-game-iest of players might think that they're entitled to these sorts of bennies when the GM throws something at them that they're not expecting. What do you think is the best way of avoiding this situation?
Jimmy Plamondon wrote:Somebody mentioned something about disliking daily powers... I tend to agree.
Why not have a certain number of "stunt points" to spend on those special abilities. A minor power would cost 1, an intermediate power would cost 2 and a major power would cost 3. This way, if your character wants to burn all his pool on major powers, let him do it.
Then the party rests, regains part of their "stunt points" and move on.
(The numbers have been thrown in there without too much time to balance them out. It was meant as an example.)
j0lt wrote:Jimmy Plamondon wrote:Somebody mentioned something about disliking daily powers... I tend to agree.
Why not have a certain number of "stunt points" to spend on those special abilities. A minor power would cost 1, an intermediate power would cost 2 and a major power would cost 3. This way, if your character wants to burn all his pool on major powers, let him do it.
Then the party rests, regains part of their "stunt points" and move on.
(The numbers have been thrown in there without too much time to balance them out. It was meant as an example.)
It an interesting idea... And since we already have the Action Point mechanic, why not just have the "dailies" cost an AP to use instead, and the "encounter/at-will" abilities function as is?
bone_naga wrote:That is an idea. Or a suggestion I've seen for D&D (which doesn't really work well because the game isn't balanced that way, but it could in this case) is for all the powers to function normally, but you can use Action Points to recharge them sooner than they normally would.
GMSarli wrote:I agree on the Strong, Fast, etc. names -- I want classes that fill similar niches, but the names are just too flat. The d20 Modern class names essentially describe attributes, but one of the things I like about Jared's names is that they describe roles and actions. That said, not all the names are quite what I'm looking for -- Gunslinger, in particular, is too genre-specific.
So, let's try this as an exercise: Come up with better names for each of the six d20 Modern classes, names that describes roles/actions more than attributes. Here are some possible names -- I list my current favorite, and any additional ideas are in parentheses.
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
What names do you like, and what other names might you suggest? Keep in mind that we're going for genre-neutral and names that describe roles or actions rather than attributes. Also, if possible, names should be motivation-neutral (e.g. "rogue" and "scoundrel" both imply a particular attitude toward law and society in general), but we can compromise this guideline if a particular name is an absolutely perfect fit.
Elsidar wrote:Aw, man... I was hoping not to see "1/day" ever again, especially on an ability that I'd have to spend character building resources on. I hate, hate, hate daily abilities; gaining them just makes a character stronger for one fight each day, and then every fight before and after he's used it, it might as well have been as if he never leveled in the first place, in terms of "neat things I can do".
Stacie_GmrGrl wrote:Jimmy Plamondon wrote:Somebody mentioned something about disliking daily powers... I tend to agree.
Why not have a certain number of "stunt points" to spend on those special abilities. A minor power would cost 1, an intermediate power would cost 2 and a major power would cost 3. This way, if your character wants to burn all his pool on major powers, let him do it.
Then the party rests, regains part of their "stunt points" and move on.
(The numbers have been thrown in there without too much time to balance them out. It was meant as an example.)
Stunt Points could work, just another way to word Action Points, but using these points to do different 'tiers' of abilities is a neat idea...
Hey, maybe your stunt points could be a per encounter pool of points and they let you augment different kinds of actions in a encounter. Maybe most actions have a Base Action that anybody can do... then people with Talents gain unique uses of those Base Actions, usable with their Stunt Pool for the encounter. Different talents can have different costs, or maybe they can pick the same talent again to gain more advantages with the talent.
No more Daily powers, just a bunch of possible encounter powers depending on how characters are built.
Maybe each Core Class can have a special first level talent that only that class can get as part of being the characters first chosen class, and they get bonuses with it with their Stunt Pool.
Elsidar wrote:GMSarli wrote:True, but remember that I'm trying to establish the upper end of what a character's best attack would be like. A solid plurality (if not a majority) of players seem to take Skill Focus in their most-used skill -- and those that don't still get to spend that feat on something else, so they presumably still get a decent (albeit different) benefit.
True enough, I suppose. However, if gameplay continues past level 20 and Skill Focus continues to improve, it may well become a mandatory feat for just about anybody.
Elsidar wrote:I'm tempted to say that the easiest solution is a free Skill Focus at 1st level, but that feels like a patch rather than a solution. Any ideas?
Elsidar wrote:GMSarli wrote:For modern settings, I'm thinking the bonuses generally won't be tied to a particular weapon or item. (Possible exceptions might exist for some truly exceptional piece of hardware -- in SW, for example, I could certainly see the Millennium Falcon providing some kind of enhancement bonus to its pilot.)
Well, that answers my first question. Still, I do tend to wonder if there is a limit to the number of enhancements any one character can benefit from at a time. I'm not saying there needs to be one, however, especially for the intangible ones.
Elsidar wrote:GMSarli wrote:Skills will still have their unique uses (e.g. "trained-only" applications), and the training bonuses from skills do stack with enhancement bonuses. The main point of enhancements is to keep the gap from being too wide and -- like magic items in D&D -- to provide some interesting special abilities that you might not otherwise have. (Think of them as being sort of like talents that are tied to a particular experience instead of a particular class, level, and talent tree.)babs wrote:The important notion here is that we should make sure all PCs feel like they can contribute in any type of encounter!
Precisely!
This is the part that really jumps out at me, and the part that I really like. It gives the GM tremendous flexibility in story and challenge designing; if only one character is really able to participate in a particular challenge, you can (permanently, yes?) give a big enough boost to the rest of the party right then and there to make them competent, yet still let the character who's specialized in the situation shine.
I can also see roleplaying opportunities for one character justifying a bonus for his allies, either taking over leadership of the party and helping them through a tough situation, or just performing so well, it inspires his fellows to push themselves and key off of his actions.
However, this raises two important questions: for the on-the-fly enhancements, will they come out of the expected "loot budget" for each level, like D&D's "expected wealth by level"? I'm of the opinion that they should not. If a GM doles out a situational boon to shore up the performance of some characters, the ones who don't need the boost end up with more loot that they really wanted, and the other players might feel like they're being punished for not anticipating what the GM wanted. This could be especially messy if the GM grants this bonus for a situation that is exceedingly rare.
Elsidar wrote:GMSarli wrote:I'm glad you brought that up, because that's one of the other things I want enhancements to help with: They're great for situational stuff.(Or, to fall back on a D&D analogy: If you have a bunch of cloaks of elvenkind, the rest of the party can keep up with the ranger ... at least enough to keep from stumbling through the forest like a bunch of apes.
- Let's say you have a smuggler-like character -- he needs to be a decent pilot, sure, but there's also plenty of groundling stuff he needs to be good at. He might pick up one or two talents and/or feats that fit this shtick, but he gets a little extra flair from some "maneuvers" and "stunts" that he picks up as enhancements.
- Taking that to an extreme, an ace pilot who basically lives in the cockpit might put a huge amount of his level-based resources into vehicle stuff (including plenty of enhancements), but he's still competent on the ground because of some ground-based "stances" and "gambits" that he picks up as enhancements.
- At the other extreme, a completely ground-oriented commando pumps all his level-based resources into assault stuff, but he's still useful on a transport because of some gunnery "salvos" and "attack patterns" that he picks up as enhancements.
)
Here's my other concern: With a system like this, what's to keep that ace pilot from spending both talents and finances on piloting stuff and expecting GM-boosts when the party gets itself in trouble where the ace can't fly a ship? In any other game, the guy who hyper-specializes for one type of scenario is either bored or screwed when he finds himself out of his element. If this section of the book is worded poorly, the power-game-iest of players might think that they're entitled to these sorts of bennies when the GM throws something at them that they're not expecting. What do you think is the best way of avoiding this situation?
GMSarli wrote:I agree on the Strong, Fast, etc. names -- I want classes that fill similar niches, but the names are just too flat. The d20 Modern class names essentially describe attributes, but one of the things I like about Jared's names is that they describe roles and actions. That said, not all the names are quite what I'm looking for -- Gunslinger, in particular, is too genre-specific.
So, let's try this as an exercise: Come up with better names for each of the six d20 Modern classes, names that describes roles/actions more than attributes. Here are some possible names -- I list my current favorite, and any additional ideas are in parentheses.
- Strong Hero: Dreadnought (Brute, Vanguard, Champion)
- Fast Hero: Duelist (Striker, Skirmisher, Harrier, Scout)
- Tough Hero: Defender (Soldier, Protector, Guardian, Sentinel)
- Smart Hero: Expert (Adept, Savant, Master, Specialist)
- Dedicated Hero: Agent (Devotee, Disciple, Advocate)
- Charismatic Hero: Leader (Personality, Authority, Executor)
What names do you like, and what other names might you suggest? Keep in mind that we're going for genre-neutral and names that describe roles or actions rather than attributes. Also, if possible, names should be motivation-neutral (e.g. "rogue" and "scoundrel" both imply a particular attitude toward law and society in general), but we can compromise this guideline if a particular name is an absolutely perfect fit.
GMSarli wrote:Elsidar wrote:GMSarli wrote:For modern settings, I'm thinking the bonuses generally won't be tied to a particular weapon or item. (Possible exceptions might exist for some truly exceptional piece of hardware -- in SW, for example, I could certainly see the Millennium Falcon providing some kind of enhancement bonus to its pilot.)
Well, that answers my first question. Still, I do tend to wonder if there is a limit to the number of enhancements any one character can benefit from at a time. I'm not saying there needs to be one, however, especially for the intangible ones.
That's something I'm not yet set on -- I'm thinking there might be something analogous to magic item slots. For example, you might have a "stance" slot and a "exploit" slot, and you could have one of each "active" at any given time. (Presumably, you could switch enhancements between encounters, e.g. if you've learned more than one stance you could switch them between fights.)
Since this is a very new mechanic (at the very least, I've never seen or worked with anything like it), I'm expecting this to be one of the things that needs the most input and playtesting -- a lot of details will need to be worked out to make sure that this fills a niche that complements a character's abilities rather than replacing or outshining them.
Kaldaen wrote:(...)
The rest I picked because they have literary appeal, and help to make the classes memorable.
JaredGaume wrote:When you described Enhancements I was thinking you were going to want some way to limit them. I like the idea of having a "stance" and/or an "exploit" that I can use. Though I wonder if we can treat Enhancements a little like items or weapons, spend a Move action or the like and you can change your stance. Maybe have a set-up where you have semi-permenant Enhancements that are like wearing armor, you can only change them between encounters. And have easy-swappable Enhancements that are more like weapons, you can switch between them during an encounter.
Users browsing this forum: No registered users and 0 guests