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The Campaign Builder's System?

Started by Stargate525, August 17, 2007, 10:15:09 PM

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Stargate525

Quote from: Ra-TielWell, I'd like to hear what others think about this idea. It just seems reasonable to me to make decisions as to what skills the character is really good at using. It's the same in real life; even given the same manual dexterity or intellectual abilities, some people are just better in certain areas than others - even with the exactly same kind of training and experience. In my eyes it's more reasonable to build a system off of these "knacks", than off some abstract "class skills" or something.
Also, if we tie magic into the skills system, it makes modularizing the system as simple as swapping out skills like an old PCI graphics card.

Quote from: Ra-TielThe EQII d20 system is still level-centric, so it's the latter one. However, it's not as bad as it seems, because you can easily work on most concepts with the "weak" basic talents the archetypes and classes offer. Also, I do think in that case it's a good thing, as the talents of the advanced classes are quite strong and would be just inappropriate for lower levels.
The problem with that is that if you want to add classes, you've now got three separate types to deal with as opposed to the two (usually only one) that you have to deal with currently.
Quote from: Ra-TielIt's not much paperwork at all. All it would need was a few boxes next to each skill (or even a seperate "advancement sheet") and that's all. And it wouldn't be more paperwork than distributing skill points at level up, imho.
:?:

How in blazes do you come to that conclusion? You're advocating an additional SHEET for crying out loud. And it's not even the extra space I'm talking about, it's the need to remember to check the boxes in the middle of the game. I can't see how you can call that simpler than distributing 2-12 points once every level.

Quote from: Ra-TielAnother "benefit" would be that one could also tie in ability increases into that system, just like with TES. Perhaps for every 5 times a skill increases, the associated key ability also increases, or something similar. Or one could remove the "advancement roll" from the system, making skill increases exclusively dependent on the number of uses and take out the "luck" factor.
The only problem I see with this is that, again, you're adding a level of paperwork to the system. In order to do this, one would also have to balance out the governing attributes amongst the skills so that they are even, otherwise you'll get an unequal attribute growth.
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Ra-Tiel

Quote from: Stargate525Also, if we tie magic into the skills system, it makes modularizing the system as simple as swapping out skills like an old PCI graphics card.
Nice analogy. Me likes. ^^

Quote from: Stargate525The problem with that is that if you want to add classes, you've now got three separate types to deal with as opposed to the two (usually only one) that you have to deal with currently.
Not necessarily.

Archetypes include the "basic 4":
* fighter
* scout
* mage
* priest

Classes include rather general concepts leading to more specialized classes:
* Brawler (unarmed & unarmored) -> monks, bruisers
* Predator (tracking & hunting) -> ranger, assassin
* Rogue (swashbuckling, skills) -> brigand, swashbuckler
* Warrior (armed & armored) -> guardian, berserker

I can't tell how it looks like with magic classes, because SSS droped the f*cking system! x.

Anyways, I think it's clear enough to get the idea. If you wanted to introduce a new class, you'd only have to add a new advanced class, perhaps with some new talents (also low level talents that are required to gain access to that advanced class) and you're set.

Quote from: Stargate525:?:

How in blazes do you come to that conclusion? You're advocating an additional SHEET for crying out loud. And it's not even the extra space I'm talking about, it's the need to remember to check the boxes in the middle of the game. I can't see how you can call that simpler than distributing 2-12 points once every level.
Ok, perhaps it was not formulated well enough. What I meant was, that I don't think it's unplayable. Different systems work differently and have a different flow of information. Under this premise, I don't think the "checked boxes" version would be unwieldy or complicated. Not everything that makes things "more complex" than "spending 2-12 points once every level" is a bad thing. ;)

Quote from: Stargate525The only problem I see with this is that, again, you're adding a level of paperwork to the system. In order to do this, one would also have to balance out the governing attributes amongst the skills so that they are even, otherwise you'll get an unequal attribute growth.
Well, as for distribution I think it's ok. The only "critical" ability I can see would be Constitution, but you could compensate for that if you tie in HP (or whatever other damage tracking system we're going to use) with double the normal effect. And again, not everything that makes a system a bit more complex is a bad thing. It would of course feel distinctly different from cookie-cutter d20, but I thought that was -at least partially- wanted?

Stargate525

I just had a thought. What if, instead of having the base archetypes as its own class, then moving onto other things as you progress, you get to choose a class (in the traditional sense), then an archetype, which enhances and stacks with the class? So you could choose 'fighter', then choose from 'brawler,' 'boxer,' whatever. Or, you could have a list of classes and a list of archetypes, and let them choose. I'd like to see some of the combinations; Raging Wizard anyone?

Quote from: Ra-TielOk, perhaps it was not formulated well enough. What I meant was, that I don't think it's unplayable. Different systems work differently and have a different flow of information. Under this premise, I don't think the "checked boxes" version would be unwieldy or complicated. Not everything that makes things "more complex" than "spending 2-12 points once every level" is a bad thing. ;)

Quote from: Ra-TielWell, as for distribution I think it's ok. The only "critical" ability I can see would be Constitution, but you could compensate for that if you tie in HP (or whatever other damage tracking system we're going to use) with double the normal effect. And again, not everything that makes a system a bit more complex is a bad thing. It would of course feel distinctly different from cookie-cutter d20, but I thought that was -at least partially- wanted?
Touché.

It's just that I know from [far, far too much]experience that adding complexity is not always good. The problem with complexity is that it has to be justified. Does the keeping track of each skill use justify the increased organicness of the system?

I like the idea of your skills increasing your abilities though...
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Xeviat

I propose a class-less, XP = Character points system in which you use character points to buy your scores, skills, feats, and abilities. I propose that costs increase for higher ranks, thus allowing for generalized characters to exist alongside specialized characters. I propose Defenses, Attack Bonuses, and base Hit points be standardized for all characters, so that your ability scores will determine your character a bit more.

With proper work, feats from outside sources will be usable. PrCs would be unnecessary, because ability trees could be made that simply have difficult prerequisites, thus keeping them out of low level character's hands.
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Ra-Tiel

Quote from: Stargate525I just had a thought. What if, instead of having the base archetypes as its own class, then moving onto other things as you progress, you get to choose a class (in the traditional sense), then an archetype, which enhances and stacks with the class? So you could choose 'fighter', then choose from 'brawler,' 'boxer,' whatever. Or, you could have a list of classes and a list of archetypes, and let them choose. I'd like to see some of the combinations; Raging Wizard anyone?
I should have made it more clearl that in the EQII d20 system, talents are the main mechanical character development feature. The various archetypes, classes, and advanced classes "only" govern HD, skill points, saves, and what talents the character can take.

However, your idea with the "templates" is also interesting. But on the other hand, a "normal" class system again leads probably to insane redundancy (fighter, barbarian, swashbuckler, hexblade, etc all doing basically the same thing but with different class abilities).

But another idea: how about making some general classes, and requiring each character to select a "class template" like "wild" or "civilized" or "arcane" or "divine" or "psionic" or "holy" or "vile" that change and/or modify some aspects of the class? So a "holy fighter" would be equal to a paladin, a "wild fighter" would be a barbarian, a "wild rogue" would be a ranger or scout, a "civilized" mage would be a wizard, a "holy/vile priest" would be a favored soul, etc?

Anyways, we could also go and use Crave's "Uber Generics", basically allowing each player to make his own - more or less balanced - 20 level base class.

Quote from: Stargate525Touché.  
:P

Quote from: Stargate525It's just that I know from [far, far too much]experience that adding complexity is not always good. The problem with complexity is that it has to be justified. Does the keeping track of each skill use justify the increased organicness of the system?  
I know what you mean. I personally, however, are less concerned with the complexity/simplicity of a system, but rather with its "elegance". I don't mind a system being a tad more complex, as long as its mechanics are coherent, homogene, and elegant, without many exceptions and loopholes. Therefore, I do think that yes, it would be worth to keep track of every skill. Additionally, one could always use a condensed skill list folding some skills together (hide and move silently, spot and listen, make appraise a craft or profession skill application, etc).

Quote from: Stargate525I like the idea of your skills increasing your abilities though...
Thank you. :D

--------- Edit ---------
Quote from: Kap'n XeviatI propose a class-less, XP = Character points system in which you use character points to buy your scores, skills, feats, and abilities. I propose that costs increase for higher ranks, thus allowing for generalized characters to exist alongside specialized characters. I propose Defenses, Attack Bonuses, and base Hit points be standardized for all characters, so that your ability scores will determine your character a bit more. [...]
You mean GURPS? :P :D ;)

Xeviat

Never picked up Gurps. I'd still be using the d20 mechanics, just allowing characters to build more unique creations within it. I believe they made By the Numbers already, though, and True20 is pretty close to this too.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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Atlantis

so, have we settled on this EQII-like system. It seems to me from the description ra-tiel gave us that we are just adding in a couple nifty things.
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Stargate525

Quote from: Ra-TielHowever, your idea with the "templates" is also interesting. But on the other hand, a "normal" class system again leads probably to insane redundancy (fighter, barbarian, swashbuckler, hexblade, etc all doing basically the same thing but with different class abilities).

But another idea: how about making some general classes, and requiring each character to select a "class template" like "wild" or "civilized" or "arcane" or "divine" or "psionic" or "holy" or "vile" that change and/or modify some aspects of the class? So a "holy fighter" would be equal to a paladin, a "wild fighter" would be a barbarian, a "wild rogue" would be a ranger or scout, a "civilized" mage would be a wizard, a "holy/vile priest" would be a favored soul, etc?

Anyways, we could also go and use Crave's "Uber Generics", basically allowing each player to make his own - more or less balanced - 20 level base class.
Your idea is exactly what I had in mind. That way, by adding a single base or template, you've added dozens of extra combinations. The only difficulty with this will be to dissect our favorite classes and figure out just what's template material and what's base material.

'Prestige Classes' could be done in this manner as well by simply having advanced templates that have prerequisites.

As far as the Uber Generics, that seems a bit too, well, generic.
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Higgs Boson

I have always liked the archetype system of classes, in fact one time when my friend and I were designing classes for our Hailstorm game we never started making. It came out to 54 different classes by the final branch. Anywho,
[blockquote Ra-Tiel]But another idea: how about making some general classes, and requiring each character to select a "class template" like "wild" or "civilized" or "arcane" or "divine" or "psionic" or "holy" or "vile" that change and/or modify some aspects of the class? So a "holy fighter" would be equal to a paladin, a "wild fighter" would be a barbarian, a "wild rogue" would be a ranger or scout, a "civilized" mage would be a wizard, a "holy/vile priest" would be a favored soul, etc?
[/blockquote]
I think we should do that. So we have those types, but we have them select either "Warrior", "Mage", "Rogue", and "Priest". And, for multiclassing, you choose either another type of the same class, or another class of the same type. So, someone starts out as a Wild Fighter. Then, they multiclass out to Wild/Wild Fighter/Mage. Then, they multiclass out even further to Civilized/Wild/Wild Fighter/Fighter/Mage.
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Stargate525

Quote from: Sir VorpalI think we should do that. So we have those types, but we have them select either "Warrior", "Mage", "Rogue", and "Priest". And, for multiclassing, you choose either another type of the same class, or another class of the same type. So, someone starts out as a Wild Fighter. Then, they multiclass out to Wild/Wild Fighter/Mage. Then, they multiclass out even further to Civilized/Wild/Wild Fighter/Fighter/Mage.
Oh there are more bases we can get than that. Spontaneous and prepatory casters, for one.

and one bonus of using this system, sorcerors won't have to be changed at all!
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Higgs Boson

[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
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My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
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Higgs Boson

Or, we can add another group of types. For priests and  mages, there would be preparatory and spontaneous, for rogue there would be melee (assassin like) or theivery(brigands and theives), and for warrior there would be specialist(one weapon type and one armor type) and generalist.
[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
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Stargate525

Quote from: Sir VorpalOr, we can add another group of types. For priests and  mages, there would be preparatory and spontaneous, for rogue there would be melee (assassin like) or theivery(brigands and theives), and for warrior there would be specialist(one weapon type and one armor type) and generalist.
Or make them all base classes. I don't think that there would be much of a change mechanically except to simplify it.
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Higgs Boson

I think also, that the preparatory casters should have more potent spells than the spontaneous casters, but the spontaneous casters get more spellsperday/mana/whateveritis.
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[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
[/spoiler]

Stargate525

Quote from: Sir VorpalI think also, that the preparatory casters should have more potent spells than the spontaneous casters, but the spontaneous casters get more spellsperday/mana/whateveritis.
That'll be handled once we get to figuring out the magic system.
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