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System discussion: Point Buy vs. Regulated Choices

Started by SilvercatMoonpaw, December 18, 2006, 09:32:04 AM

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SilvercatMoonpaw

The title says it all (or most of it: Regulated Choices means things like classes and levels, where character features are doled out in very certain amounts): which do you like and what draws you toward that/away from the other.  Here are a few of mine:

Point buy allows me to create the character I want in the proportions I want.  Since the mechanics are broken down for me it's easier to do the figuring out and make up my own stuff.

(something I heard from someone else: ) Class/level systems often suffer from player bordom after a while, so the company feels the need to release new material every once and a while that creates even more chances game-breaking combos.  Whereas point-buy just simply lives with that flaw without the need for 50+ supplements.
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"No matter where you go, you will find stupid people."

snakefing

The best thing to be said about classes is that they can reduce/simplify the number of choices that have to be made to create a character, which is good for beginning players or for a quick beer and pretzels game.

Also, it is possible to do classes without completely dictating the character features. SRD Fighter class is probably the best existing example: Some parts of the character are highly templatized (BAB, hit dice, skill points and skill selection) but the comparatively frequent option to select a "bonus feat" means that part of the class features can be selected to fit your character concept (at least in fighting style). Also, as new feats are created the class grows appropriately.

Compare that with the rogue, who automatically gets evasion and sneak attack abilities at certain levels. Not every rogue-like character concept involves these abilities - but you get them anyway. It would be better if you could somehow choose other rogue-like abilities to replace those.

I think this, and not boredom, is what drives people to keep buying supplements. Most classes have a kind of built-in concept (sneaky back-stabbing guy) that is well supported. Additional classes add support for concepts that aren't handled well by existing ones.

Pure point buy is the most flexible, and I think the best if you play regularly with a group that shares your preferences in gaming. My problem there is that, in my experience, your average random gaming group usually includes at least one minimaxer, and that ends up forcing others to select one of a few mechanically optimal builds just to keep up. So it may not actually give you that much more choice.

And of course, with point buy type systems, you always have supplements that add new abilities to support character ideas that weren't well supported in the core abilities. So that's about a wash too.

Ultimately, I don't worry about it too much. I tend to prefer d20 variants simply because so many more people know the d20 core.
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SDragon

Quote from: snakefingThe best thing to be said about classes is that they can reduce/simplify the number of choices that have to be made to create a character, which is good for beginning players or for a quick beer and pretzels game.


i think this sums up why my preference is to have regulated choices. there may be a lack of flexibility, but for me, that's worth not having to flip through 9700 pages just for a single starting character. i can just say "half-orc", "barbarian", "feat", "skills", done.

that said, i do own all three of the Marvel Universe RPG (point-buy) books that were released before the system was canceled, and after i got used to all the different options, i'm fairly comfortable with that. i guess i probably could enjoy a point-buy if i took the time to get used to the system.
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Epic Meepo

Regulated choices = more ability to independently create balanced characters

My game crew has very limited time to meet, so we usually say, "Let's all make characters in our free time and bring them to game next week." With regulated choices, that works very well; we just say that X, Y, and Z are the sourcebooks we can use and everyone knows just what sort of characters to expect (mechanics-wise; their personalities always vary).

If my group were to do this with most point buy systems, the result would be unmitigated disaster. There's no GM there to point out that X combination of Y and Z doesn't make sense in his campaign world, and no other players around to say: "Wait a minute, X combination of Y and Z that you took as an afterthought completely invalidates my entire character concept because it lets us completely bypass situation such-and-such."

Being able to make any character concept exactly how you like it actually turns out being a major drawback if your group doesn't have time to sit down and cooperatively design the characters that are going to be working together. Being able to design, say, the perfect theif means nothing when you show up to game and find out that everyone else is a guy who can open locks at will by snapping his fingers and is permanently invisible, this before undergoing any in-game character advancement.
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Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

CYMRO

QuoteBeing able to make any character concept exactly how you like it actually turns out being a major drawback if your group doesn't have time to sit down and cooperatively design the characters that are going to be working together. Being able to design, say, the perfect theif means nothing when you show up to game and find out that everyone else is a guy who can open locks at will by snapping his fingers and is permanently invisible, this before undergoing any in-game character advancement.

I disagree.  It is the GM's job to give each character a chance to shine.  I have found in playtesting my new system that communal character creation is the best way to wind up with cookiecutter characters.  
And the communal thing has as a major drawback: peer pressure.
So the thief might appear less than optimum at the outset, if that is the concept the player wnts, and that character is not a disruption during play, why should the player be browbeaten into playing something they do not want. Especially in a system like mine where I have really opened up the avenues to gain experience, as compared to d20.

Epic Meepo

Quote from: BRIGADIER CYMRO...if that is the concept the player wnts, and that character is not a disruption during play, why should the player be browbeaten into playing something they do not want.
It's not a question of brow-beating, it's a question of standardization. At least in most cases I've seen, a point-buy system without communication during character creation is like inviting people to your house for a party, but not telling them what type of party it is. Someone could show up in the best Halloween costume they've ever worn, but they'll still feel like a jackass if they show up and find out its not a costume party.
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Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

CYMRO

Quote from: Epic Meepo
Quote from: BRIGADIER CYMRO...if that is the concept the player wnts, and that character is not a disruption during play, why should the player be browbeaten into playing something they do not want.

Then the GM is not doing his job.  Before even creating characters, the GM is, in my opinion, obligated to provide some basic guidelines.  Like fantasy or high-tech, or low magic.

Epic Meepo

Quote from: BRIGADIER CYMROBefore even creating characters, the GM is, in my opinion, obligated to provide some basic guidelines.  Like fantasy or high-tech, or low magic.
But setting upper limits on things like magic and tech does nothing to help characters whose concepts don't rely on magic or tech. The perfect sneak still gets hosed in a high-magic world where everyone else can turn invisible at will, whether you announced high magic first or not. Unless you're setting low magic and low tech to keep everyone relatively even, at which point one must ask: how is your campaign any less restrictive than a class/level system? You are using GM fiat to force people with high-magic and high-tech character concepts to abandon them, essentially creating a different species of regulated choice.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

SDragon

Quote from: Epic Meepo
Quote from: BRIGADIER CYMROBefore even creating characters, the GM is, in my opinion, obligated to provide some basic guidelines.  Like fantasy or high-tech, or low magic.

even the most underpowered character can shine, given the right DM. sure, everybody and their mother can turn invisible, but can they be silent? and what if there's some reason they can't turn invisible at the right time?

think of it this way: if a character takes ranks in nothing but "speak to fish", when everybody else is grabbing stuff like "worlds greatest detective", and "bulletproof bracelettes", and "superstrength", what do you do?
[spoiler=My Projects]
Xiluh
Fiendspawn
Opening The Dark SRD
Diceless Universal Game System (DUGS)
[/spoiler][spoiler=Merits I Have Earned]
divine power
last poster in the dragons den for over 24 hours award
Commandant-General of the Honor Guard in Service of Nonsensical Awards.
operating system
stealer of limetom's sanity
top of the tavern award


[/spoiler][spoiler=Books I Own]
D&D/d20:
PHB 3.5
DMG 3.5
MM 3.5
MM2
MM5
Ebberon Campaign Setting
Legends of the Samurai
Aztecs: Empire of the Dying Sun
Encyclopaedia Divine: Shamans
D20 Modern

GURPS:

GURPS Lite 3e

Other Systems:

Marvel Universe RPG
MURPG Guide to the X-Men
MURPG Guide to the Hulk and the Avengers
Battle-Scarred Veterans Go Hiking
Champions Worldwide

MISC:

Dungeon Master for Dummies
Dragon Magazine, issues #340, #341, and #343[/spoiler][spoiler=The Ninth Cabbage]  \@/
[/spoiler][spoiler=AKA]
SDragon1984
SDragon1984- the S is for Penguin
Ona'Envalya
Corn
Eggplant
Walrus
SpaceCowboy
Elfy
LizardKing
LK
Halfling Fritos
Rorschach Fritos
[/spoiler]

Before you accept advice from this post, remember that the poster has 0 ranks in knowledge (the hell I'm talking about)

Thanuir

My usual preference is for trait systems where you can decide how good your character is at stuff. Especially when combined group character generation (or another way of putting everyone on the same page, I guess) it allows for the maximum freedom in playing any character you like.

It does not work optimally in challenge-based play (where, say, looting dungeons or gathering political power is the point). It does work fine for immersive and thematic play, IME.


As for point-buy versus classes or their equivalent; point-buys are holistic systems. You must pretty much understand the entire thing before creating a character, lest you forget or miss something (alternatively have someone helping you). This is because all the pieces are very much related; if your character is rich, he can't be as smart.
In class systems this is usually not as important. Lifepath systemsalso work like this. WoD (old, at least) is something of a combination.

Epic Meepo

Quote from: sdragon1984- the S is for penguineven the most underpowered character can shine, given the right DM. sure, everybody and their mother can turn invisible, but can they be silent? and what if there's some reason they can't turn invisible at the right time?
You are, of course, correct: given a few adventures to work with, a good GM can correct for any character imbalances by mixing things up.

My arguments refer solely to the specific circumstances of my gaming group. Someone says, "Wow, we're all free at the same time next Friday; let's run a one-shot game." Someone volunteers to GM. Then everyone goes off to prep their piece of the puzzle. Players don't see one anothers' characters and the GM doesn't know what the characters' stats will be when designing his adventure.

Let me reiterate that last point: the GM doesn't know what the characters' stats will be when designing his adventure. If the advenutre includes anything more than pure roleplaying or ad-libbing, there's no real way that a point-buy system capable of handling any character concept could possibly work under those circumstances. A point-buy system designed to handle only a limited set of character concepts (all ninjas or all vampires or all wizards) might work, if done right. And a class/level system absolutely shines.
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brainface

QuoteI have found in playtesting my new system that communal character creation is the best way to wind up with cookiecutter characters.
slightly overdone[/i] "you all meet in a tavern oh let's go fight kobolds!" situation.
"The perfect is the enemy of the good." - Voltaire

Matt Larkin (author)

For any game that I'm serious about, I'm in favor of some kind of point-buy or otherwise flexible creation/advancement system.  Also for any game that is completely comical, that can be good for building totally off-the-wall characters.

Like my killer chef adept in a one-shot Shadowrun game.  But that's a different story.

A class-system, much as I normally despise it, can be good for certain types of games, particularly those not intended to be deep.
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CYMRO

Quote from: brainface
QuoteI have found in playtesting my new system that communal character creation is the best way to wind up with cookiecutter characters.
slightly overdone[/i] "you all meet in a tavern oh let's go fight kobolds!" situation.


I haven't used the old tavern ploy since the '80s.  And rarely used it then.

The communal thing has some advantages, like, as you say, backstory.  The problem that I have noticed is player appeasement.  One or more players wind up sacrificing some juicy angle for their character in favor of "safe" options.  
As GM (or Campaign Builder, such a nicer term), I do alot of "what-if" prep, so I can change certain aspects of an adventure to suit the adventurers.