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"D&D Next"

Started by danbuter, March 13, 2012, 01:24:02 PM

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Marleycat

Well get on Pundit's case to make sure it's clearly explained. He's a consultant and classic archetypes is Dnd. So make sure he "consults" that.:D
Don\'t mess with cats we kill wizards in one blow.;)

Marleycat

#556
Quote from: B.T.;537233This is the big one for me.

For or against? To me a striker are certain types of fighter or blaster magic using classes.  A rogue is Wildcard that uses their abilities and the environment to best effect.  Where a wizard changes the environment so their abilities can used to best effect. The difference is subtle but world's apart in mindset and tactics.
Don\'t mess with cats we kill wizards in one blow.;)

B.T.

#557
Against.  The definition of "roles" is stupid.  A class should be designed by conceptions of it within the game world.  The writers should ask themselves, "What does this class do in the game?"  Once they get that done, they should create abilities that allow the class to perform those actions.

Designing a class based on how it functions in combat is idiotic.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

Planet Algol

The confusing of an abstraction of the concept for the concept itself...
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Marleycat

Quote from: B.T.;537243Against.  The definition of "roles" is stupid.  A class should be designed by conceptions of it within the game world.  The writers should ask themselves, "What does this class do in the game?"  Once they get that done, they should create abilities that allow the class to perform those actions.

Designing a class based on how it functions is idiotic.

I hate when you're right. Stop it already. Glad to see you are a Darksider though.:)
Don\'t mess with cats we kill wizards in one blow.;)

jibbajibba

Quote from: John Morrow;537186I disagree.  I think all classes have justification for skills and would rather see all classes have decent skill acquisitions so that players can choose to have their characters have things to do out of combat.  A Fighter could learn how to fix weapons and armor, carouse, or deal with courtly etiquette.  A Cleric or Magic user could learn history or have investigation skills.  And so on.  And what I've seen the concentration of skill points in Thief do in 3.x is encourage players to take a few levels of Rogue just to get skill points, which is the tail wagging the dog.  I think this is the wrong way to go with Rogues.

I'd much rather see Rogues be master of movement and not getting hurt.  They should have the ability to move silently in shadows without being seen, move through combat without getting hit, roll with hits to lesson the demage, land from falls without getting hurt, flee from opponents chasing them, move across uneven terrain without penalty, and be able to use vertical surfaces to move.  I'm thinking less full-blown acrobat and more parkour (that page has a good list of maneuvers one could start with, too).  Stuff like this.  They should also have the ability to not only spot but dodge out of the way of traps that have been sprung.

I don't think that makes sense.
Just to do their job Rogues needs additional skills
Hide in Shadows, move silently, pick locks, pick pocketc, etc etc ... A fighter with no skills can still do his job, ie hit stuff, and a wizard can do his job, cast spells. The Rogue is in effect a collection of their skills.

Also the rogue you outline is just one sort of rogue I want to have acces sto a myriad of rogues archetypes, from the deft acrobat to the fat greasy fence to the glib con man. Narrowing the class to just be uber competant at one aspect is something players can do for an individual PC but nopt something you do for hte entire class.
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jibbajibba

Quote from: Benoist;537222Thieves are lowly bastards. Not superheroes.

Again just one rogue archetype.

Sinbad, Aladin, Nift the Lean, The Grey Mouser, Locke Lamora, Cardinal Chang, Bilbo, Robin Hood, Dick Turpin, Silk, Jack of Shadows, Captain Jack Sparrow, The Scarlet Pimpernel, the list is endless and varied.
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Marleycat

Quote from: jibbajibba;537284Again just one rogue archetype.

Sinbad, Aladin, Nift the Lean, The Grey Mouser, Locke Lamora, Cardinal Chang, Bilbo, Robin Hood, Dick Turpin, Silk, Jack of Shadows, Captain Jack Sparrow, The Scarlet Pimpernel, the list is endless and varied.

Every last one of those broke the rules and weren't superheroes doing it. They did things their way and with the tools at hand.
Don\'t mess with cats we kill wizards in one blow.;)

jibbajibba

Quote from: Marleycat;537329Every last one of those broke the rules and weren't superheroes doing it. They did things their way and with the tools at hand.

Respectfully disagree Jack of Shadows for example can hear every time his name is spoken in shadow anywhere and use shadow as a gate to travel anywhere. The type of thing I think they are talking about at the very top of the level range 30+
The sort of guy who can steal the voice of a princess and convince the world he doesn't exist.

I have no wish to go that far myself but I was siting these guys as different rogue archetypes as opposed to Ben's somewhat narrow idea of lowly bastards that sneak arround dungeons prizing the ruby eyes out of idols with their daggers.
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RPGPundit

Quote from: Marleycat;537234Well get on Pundit's case to make sure it's clearly explained. He's a consultant and classic archetypes is Dnd. So make sure he "consults" that.:D

I'll certainly be trying to.
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Bedrockbrendan

Quote from: Marleycat;537223As long as they aren't "strikers" and they more evenly break out skills to each archetype they can be the biggest bastards in game like they're supposed to be. All is fair in Love and War and Rogues play dirty because they don't have magic like my beloved Wizards.:)

Yes, not a fan of rogues as strikers.

James Gillen

Quote from: Glazer;535670Thanks for this (and to the others who replied). So 'Pick Locks' would be a skill, and 'Deft Fingers: Add +10% to Pick Locks' would be a feat.

I'm still left scratching my head a bit about the need for two separate rules terms, espically a term as clunky and inappropriate as 'feat'. Personally I'd just call them all skills and be done with it!

Because (at least If I Were Doing It) a skill is a verb and a feat is a modifier.  "Bluff" and "Diplomacy" for instance are interaction/Charisma-based Skills, which could be modified by (for instance) a "Good-Looking" feat which would *not* modify other Charisma skills like Interrogation or Oratory, and therefore would not be the same thing as just buying up the Charisma or given skill.  In some games (like M&M 2nd Edition) some of these feats are stackable, so that an example "Good-Looking" feat could become "Really Good-Looking" or even "Really, REALLY Good-Looking."

JG
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Marleycat

#567
Stuff about grids or not or both...
QuoteI've played a lot of D&D lately. But even when using rules prone to design iteration, one thing has remained constant throughout: When I swing my axe at a goblin neck, the goblin's going down if I hit.

That's true whether the fight occurs in the theater of the mind (TotM), in TotM with the aid of scratch paper to show general position, in a hybrid TotM-minis system, or with minis on a grid.

As was pointed out by my previous blog about the grid vs. imagination and the discussions it engendered, the system surrounding my goblin combat can dramatically change many other elements of the fight. The foremost difference is the amount of table time the fight takes to resolve overall, and the amount of tactical decision-making the environment provides my axe-wielding goblin killer.

The tension between these two elements is real, and it can't be swept under the rug. Narratively speaking, sometimes it's simply too much effort to break out the minis and gridded terrain map to deal with two goblin guards at a cave mouth. The "story" of the situation isn't really about tactics, unless the DM specifically changes the encounter to make it so. Indeed, two guards at a doorway (and other "low power" encounters) are precisely the sort of encounters that grid-only combat tends to weed out of the game. Because the DM and adventure designer know it's not worth the effort to break out minis for a simple interaction with two goblin guards (or even five goblin guards), the encounter either goes away entirely, or it faces pressure to become part of some other, larger encounter. This means that players, when they see minis on the table, always know it's going to be some kind of fight, regardless of anything else.

Other times, the story is about tactics. I do want to exactly know where the vampire lord is in relation to the acid pit, the windows through which afternoon sunlight slashes, the vampire's dominated spell-casting thralls, and her various spawn slinking through an advancing line of rolling mist. Pushing or being pushed 5 feet can make the difference between winning and losing this fight, depending on whether I've been pushed into the acid, or if I can push the vampire into the sunlight.

Based on the poll we conducted on my last grid-focused blog, a majority of you agrees that different encounters have different needs when it comes to encounter rules. That's cool, because we feel the same way. Assuming we move forward with this line of thinking, we'll end up with a core conflict resolution system that can encompass both TotM and the grid. Imagine a combat system not too different from previous editions that relied almost solely on the use of the grid, but tweaked so that it works seamlessly for those fights where minis are not used or expected.

This means, to answer one line of questions raised in the grid discussions, that switching between TotM and the grid must be easy and seamless, both for groups that prefer to switch between modes, and for groups who want to primarily stick to one or the other conflict resolution system. It's not our job to pick a winner or loser in any sort of false "grid vs. TotM" contest, and thereby create a sub-group of D&D players who don't have the rules support they deserve. Instead, it's our job to create a straightforward environment where both styles of play prosper and can be used.

For instance, if a fighter uses an ability that seems to make sense on the grid, we should design that same ability to also be useful in the TotM. In a fight that takes place next to a curtain of green slime, even in TotM, it's not as important how far I can push a foe with an ability as it is important that I can push a foe at all. If my "hack and shove maneuver" results in the goblin stumbling backward, then, regardless of distance in feet or whether this happens on the grid or in the players' imaginations, the goblin has just discovered that green slime is not its friend.

Just please make it so I don't have to have a grid. Let me choose when it's needed. Good thing is that it does look like that's the goal. If they make it in work that will be a huge obstacle out of their way.
Don\'t mess with cats we kill wizards in one blow.;)

Benoist

QuoteAssuming we move forward with this line of thinking, we’ll end up with a core conflict resolution system that can encompass both TotM and the grid. Imagine a combat system not too different from previous editions that relied almost solely on the use of the grid, but tweaked so that it works seamlessly for those fights where minis are not used or expected.
*sigh* It's 2000 again.

RPGPundit

Quote from: BedrockBrendan;537619Yes, not a fan of rogues as strikers.

I think one of the rules of designing a rogue is that they should have a chance of doing huge damage on a surprise attack, if they initiate combat, etc; but in the rest of the fight, the rogue can't end up being better at combat than the fighter.

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