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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: cloa513 on August 01, 2016, 05:38:47 AM

Title: Systems with intercharacter synergy
Post by: cloa513 on August 01, 2016, 05:38:47 AM
What systems have intercharacter synergy? Say some character idea (A) includes can can do X but someone (B) else does X twice as well unless it can be arranged that B is busy so A can shine then it is bit of waste of character A development but if the system includes that at least A and maybe B gains something just for having X then I think it is more fun for A & B and the whole group. Even more interesting if A's X advantages B's Y ability e.g. swimming  (when the adventure does not include water terrain) helps dodge.
Title: Systems with intercharacter synergy
Post by: Omega on August 01, 2016, 08:25:37 AM
5e D&D had rules where players with skills congruent to the task can assist in some way when possible.

Theres also the Bard who boosts the effectiveness of party members and the side role of a cleric is sometimes as party buffing.

As for a straight up passive boost just for having A and B in the group? You could do that with Gurps and some other builder systems to generate synergistic combos.

Some monsters in D&D and other RPGs get a bonus for having more of their kind in the group.

In Dragon Storm we did some test cards that would have granted a passive bonus to unicorns and pegasus characters for every one of each in the party since they are herd types. And one for werewolves and gargoyles too. The type of bonus depended on the race. Coodination for Unicorn and Pegasus, Strength for Werewolves, and Defense for Gargoyles.
Title: Systems with intercharacter synergy
Post by: Shawn Driscoll on August 01, 2016, 09:46:23 AM
Like how black kids learn math better just by sitting next to white kids in a classroom.

It's all just rubbish social engineering. Some players like that stuff in their game rules.
Title: Systems with intercharacter synergy
Post by: DavetheLost on August 01, 2016, 11:11:10 AM
Seems an awfully complicated thing to have to track in gaming. And I am not at all sure I follow what it would add to roleplaying. It seems too mcuh playing the mechanics and not enough playing teh characters for my taste.

I do like the system in Mouse Guard where a player with a relevant ability can "lend" dice to another player taking a test, thus enlarging the dice pool and boosting the chance of success.

Beyond the Wall character generation has a portion of the character life path where the character undergoes a significant event, gaining attributes and skills from it, while another character is also involved in the event and gains an attribute point as well. This also promotes in character links between PCs.
Title: Systems with intercharacter synergy
Post by: Future Villain Band on August 01, 2016, 11:15:58 AM
Night's Black Agents has Tactical Fact Finding and Tag Team Tactical Benefits, where one character's investigative ability is used to help another character -- or the whole team's -- tactical efforts.  Like where one character, who's an expert at architecture, studies the temple and realizes there's a basement, so the PCs blow the floor, dropping the foes into the basement and then get tangible things like dice pool increases or free actions in combat.
Title: Systems with intercharacter synergy
Post by: IskandarKebab on August 01, 2016, 03:47:50 PM
Quote from: Future Villain Band;910935Night's Black Agents has Tactical Fact Finding and Tag Team Tactical Benefits, where one character's investigative ability is used to help another character -- or the whole team's -- tactical efforts.  Like where one character, who's an expert at architecture, studies the temple and realizes there's a basement, so the PCs blow the floor, dropping the foes into the basement and then get tangible things like dice pool increases or free actions in combat.

That's a pretty fantastic system. A lot of GM's probably already do that on their own, but having formalized systems really makes it a lot easier to run, balance and, most importantly, get the PCs into the flow of things.
Title: Systems with intercharacter synergy
Post by: Omega on August 02, 2016, 06:59:37 AM
Yeah theres a few RPGs now where you can "loan" dice to others for a skill check of you have a relavent skill to assist. Pretty much the same mechanic as just adding a bonus to someones skill check if you have a relavent or same skill that can reasonably apply.

I am though not at all fond of synergy just for synergies sake. Gimmics tend to not be fun and tend to turn into circus acts od juggling chargen to optimize some synergy. Id rather have it come about naturally or by chance.
Title: Systems with intercharacter synergy
Post by: Madprofessor on August 02, 2016, 12:20:23 PM
Modiphius' 2d20 (Mutant Chronicles, Conan) system does this kind of thing as a basic function of how the game is played.  So if character A gets a crit on swimming (or any thing else, just using your example) he can use that now or he can put it in a party pool so that character B can use it to dodge or whatever.  The synergistic "I do cool stuff" economy based on passing beads goes much deeper and even includes the GM, so a player can give the GM points that he can do stuff with in exchange for great success (more dice) now.  For my needs, it is a completely craptastic excuse for an RPG... but it might be just what you are looking for.
Title: Systems with intercharacter synergy
Post by: DavetheLost on August 02, 2016, 01:26:09 PM
I know I have read games where players gaining great success on their die rolls, or performing great feats of roleplaying can add bennies to a group pool for use by anyone who needs a boost.

The FFG Star Wars games also include as part of their dice mechanics rolls which give the players mechanical and narrative advantages. These can include the possibility of inter-character synergy. I roll well on my blaster attack and blow up the barrels that a bad guy was hiding behind, giving you an easier shot as he no longer has cover.  The interesting thing is tat it is even possible for me to "miss" my shot at the bad guy, but still blow up his cover.  On the flip side if I get a bad roll I might ignight the chemicals in the barrels giving the bad guy increased cover from the smoke that is now billowing forth.
Title: Systems with intercharacter synergy
Post by: Skarg on August 02, 2016, 01:37:02 PM
Systems which have rules which make sense can naturally contain "inter-character synergy". So can games run by a GM who understands and cares about logical effects, and invents appropriate effects to appropriate cooperation.

For just one type of exampe, in a game like TFT or GURPS where there is a map with appropriate rules for cause & effect, you get natural effects where combined arms tactics can have natural benefits, such as having your front-line fighters prevent foes and/or their arrows from reaching your archers, mages, or other vulnerable types, by being in appropriate places on the field. And so on for other details of other types of weapons whose different properties can complement each other.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 02, 2016, 02:10:48 PM
Quote from: Skarg;911077Systems which have rules which make sense can naturally contain "inter-character synergy". So can games run by a GM who understands and cares about logical effects, and invents appropriate effects to appropriate cooperation.

For just one type of exampe, in a game like TFT or GURPS where there is a map with appropriate rules for cause & effect, you get natural effects where combined arms tactics can have natural benefits, such as having your front-line fighters prevent foes and/or their arrows from reaching your archers, mages, or other vulnerable types, by being in appropriate places on the field. And so on for other details of other types of weapons whose different properties can complement each other.

Exactamundo!

If you have a game system where you can trip someone, and the combat modifiers take into account someone on the ground or prone, then Viola! Our characters have interfaced synergistically without a special mechanic.

Really, don't most RPGs with a skill system have some kind of mechanic for "when others help out?"
Title: Systems with intercharacter synergy
Post by: Christopher Brady on August 02, 2016, 02:29:24 PM
Does unintentional count?  Cuz, I'm thinking Exalted is the poster boi for that.  Little rule packets that if you mix and match them right, from different character archetypes will simply mix well and devastate the game.
Title: Systems with intercharacter synergy
Post by: DavetheLost on August 02, 2016, 02:37:40 PM
Even in strictly Theatre of the Mind games combat can generate a lot of synergy. Put a rank of sword&shield fighters in front with a rank of long weapons just behind striking over/past the front rank. Spell casters have a broad arsenel of buffs that can be applied to the line fighters, as well as ranged attacks and healing.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 02, 2016, 04:15:06 PM
Quote from: DavetheLost;911089Even in strictly Theatre of the Mind games combat can generate a lot of synergy. Put a rank of sword&shield fighters in front with a rank of long weapons just behind striking over/past the front rank. Spell casters have a broad arsenel of buffs that can be applied to the line fighters, as well as ranged attacks and healing.

[Clint Eastwood]Back in the day, "synergy" was called "tactics".[/Clint Eastwood]
Title: Systems with intercharacter synergy
Post by: cloa513 on August 02, 2016, 09:39:46 PM
The characters are professionals (not the same as expert) in my mind whether mercenaries, special forces or career criminals. It comes into why they even together at all- all pros knows you can't do "missions" of high value without the support of other pros- people who only seek lots of gold, stuff end up dead very quick.  Their abilities play off each unconsciously (physical presence, casual talk)  so naturally there are synergy effects that can't be simply shown by the players. Anyway the real point of the thread to have some idea of how the mechanics work. It could be that the synergy effects come into play for abilities that are hard to obtain say outside of class. Any players who just go for the synergy are going to be totally trounced by their collective lack of diversity of abilities or they end up having abilities that just are terribly useful. You could have the DM play  NPC who keeps in the background for a low number of members party who synergises with the few others (even solitary).
Title: Systems with intercharacter synergy
Post by: Omega on August 03, 2016, 09:46:16 AM
Essentially you are talking about something thats been around since pretty much the start and needs no mechanics.

The fighter shields the magic user so they can cast. The cleric heals the fighter so he can fight longer. The guys with shields protect the guys with pole arms. The character with Intimidation scares the NPC and then the one with Persuasion steps in and makes an offer. Or even just the presence of the intimidating looking character helps with that persuasion. Or sometimes the chain of info checks as one character picks up a clue and then another applys a different skill to it to learn a little more or something new.

Hence why I prefer natural synergies like this as opposed to purely mechanical ones.
Title: Systems with intercharacter synergy
Post by: cloa513 on August 03, 2016, 10:24:21 PM
Quote from: Omega;911190Essentially you are talking about something thats been around since pretty much the start and needs no mechanics.

The fighter shields the magic user so they can cast. The cleric heals the fighter so he can fight longer.The guys with shields protect the guys with pole arms.

A totally MMO approach that forces a single minded role creation.

Quote from: Omega;911190The character with Intimidation scares the NPC and then the one with Persuasion steps in and makes an offer. Or even just the presence of the intimidating looking character helps with that persuasion. Or sometimes the chain of info checks as one character picks up a clue and then another applys a different skill to it to learn a little more or something new.

Hence why I prefer natural synergies like this as opposed to purely mechanical ones.
Those  are mechanical synergies added on to represent reality so are my ideas for synergy. I think it is totally unrealistic to say that the players are their characters or that they do all their characters do even if you take a time lens 6s of player time represents 1 min. They can only account for maybe 6 hours of 14 hours waking time. The unrepresented time is not doing nothing- they are interacting so that should have some effect.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 04, 2016, 02:33:01 AM
Quote from: cloa513;911289A totally MMO approach that forces a single minded role creation.
No. Just no.  It's an approach that assumes you're roleplaying, actually making decisions based on the reality of the character.  Archers have gone behind infantry for several thousand years before computers, MMOs or game theory.  

The fact that you're considering the physical reality that guys with plate armor and shields who engage the enemy via melee might actually want to be in front of the guys in cloth and leather who are engaging the enemy via range as some kind of MMO class-like niche protection only points out that you're obviously not using that approach.  Which makes perfect sense considering you are looking for actual mechanics for this.


Quote from: cloa513;911289Those  are mechanical synergies added on to represent reality so are my ideas for synergy. I think it is totally unrealistic to say that the players are their characters or that they do all their characters do even if you take a time lens 6s of player time represents 1 min. They can only account for maybe 6 hours of 14 hours waking time. The unrepresented time is not doing nothing- they are interacting so that should have some effect.
The unrepresented time should have some effect?  On what?  So I have a basketball team that plays together, but some of them go out drinking together as well.  Because two guys are drinking buddies, that's going to affect their Alley-oop?  If the characters spend time practicing, training etc, then that's something else, but again, can be simply built in to the core system without a "Universal Synergy System".

As an example Mythras/RQ6 has certain combat styles that grant special maneuvers, like Shield Wall or Phalanx.  If you have multiple combatants trained in Shield Wall, and they are in a position where they can use it, then they will receive special benefits.

If you're looking for some kind of thing like "I did really well on the roll for Skill X, so I'm going to invoke the mechanic that lets Kathy gain a bonus to her next skill and we'll just Ex Post Facto describe narratively how that works" then you want a strongly Narrative system like Modiphius 2d20 or MWP Cortex+.
Title: Systems with intercharacter synergy
Post by: Simlasa on August 04, 2016, 04:09:35 AM
Would a system with group abilities/powers be considered as having 'intercharacter synergy'?

IIRC Earthdawn had something like that, with shared group pattern items giving bonuses when acting together or generally in the interest of the group.
Noumenon (strange little indie game) has Rapport... which enables communication and healing within the group.
The Whispering Vault has various group powers that can develop over time.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 04, 2016, 04:33:47 AM
Quote from: Simlasa;911326Would a system with group abilities/powers be considered as having 'intercharacter synergy'?

IIRC Earthdawn had something like that, with shared group pattern items giving bonuses when acting together or generally in the interest of the group.
Noumenon (strange little indie game) has Rapport... which enables communication and healing within the group.
The Whispering Vault has various group powers that can develop over time.

Generally speaking, yeah.  WFRP3 (another highly narrative game) gave you a character sheet for the Adventuring Party and players could take some of their OOC metapoint tokens off of their character card to plug into slots on the party card to give bonuses to the party.
Title: Systems with intercharacter synergy
Post by: Christopher Brady on August 04, 2016, 11:39:18 AM
Quote from: CRKrueger;911309No. Just no.

Actually, yes.  He's just wrong in thinking where it started.

Where do you think MMO's got the ideas from?  Where CRPGs got it?

Dungeons and Dragons, with it's four basic 'food groups'.  Computers (and consoles) meld it into a more cohesive role, because they remove the messy human element, but D&D is where it started.
Title: Systems with intercharacter synergy
Post by: ZWEIHÄNDER on August 04, 2016, 12:04:57 PM
We keep things simple in ZWEIHÄNDER Grim & Perilous RPG (http://wrhammerfantasyroleplay.com).

Any character can "assist" another with their Skill Test, providing they have a Skill Rank in the Skill they intend to assist with. So, if a character needs help to swim using Athletics, the assisting Character must have at least one Skill Rank in Athletics.

Whenever they roll percentile dice (using a tens die and units die), the Assisting player puts their tens die into their friend's hand. Whenever the Character makes their Skill Test, they reference two tens die instead of one tens die. They then pick the better of the two tens die to succeed their Skill Test.

Simple, easy and fun. In fact, we covered it in our recent Kickstarter update (https://www.kickstarter.com/projects/grimandperilous/zweihander-grim-and-perilous-rpg/posts/1640076).
Title: Systems with intercharacter synergy
Post by: crkrueger on August 04, 2016, 12:26:28 PM
Quote from: Christopher Brady;911353Actually, yes.  He's just wrong in thinking where it started.

Where do you think MMO's got the ideas from?  Where CRPGs got it?

Dungeons and Dragons, with it's four basic 'food groups'.  Computers (and consoles) meld it into a more cohesive role, because they remove the messy human element, but D&D is where it started.

Actually, no, because the original MMOs that did pull from D&D, like EQ, didn't have their own niches at first, Clerics, Druids, Shamans, etc could all heal, Fighter and Paladins could fight, etc.   It was only with expansions and the concept of Raiding that the Holy Trinity of EQ was born: Cleric (Healer), Fighter (Tank), and Enchanter (for Haste and Slow).  Lots of classes could do damage, but again, it was with raiding that the need for the dedicated roles of DPS (Rogue), Buff/Debuff (Shaman) and Utility (Necro, etc) were born.  That Raid mentality carried over into World of Warcraft and was well-established by the time the actual roles themselves were taken as a model by 4e.

So no, the stuff we're talking about is simple tactics, not a metagame design structure.  The MMO design structure came from MMOs not from D&D.

Is there anything at all in gaming you do have a fucking clue about the history of?
Title: Systems with intercharacter synergy
Post by: Simlasa on August 04, 2016, 02:40:46 PM
Quote from: CRKrueger;911357Actually, no, because the original MMOs that did pull from D&D, like EQ, didn't have their own niches at first, Clerics, Druids, Shamans, etc could all heal, Fighter and Paladins could fight, etc.
That was something I really liked about City of Heroes. You could generally accomplish a mission with whatever team you could organize if the players were decent. Self-healing was common. That, and the lack of dispensable loot, generally seemed to cut waaaay down on the numbers of assholes fucking up the game.

I don't really need/want rules for basic tactical setups... let me figure those out as I play. Otherwise it feels like power-combo stuff from certain wargames and CCGs... playing to the rules, rather than the setting/situation.
Title: Systems with intercharacter synergy
Post by: Christopher Brady on August 05, 2016, 01:16:59 AM
Quote from: CRKrueger;911357Actually, no, because the original MMOs that did pull from D&D, like EQ, didn't have their own niches at first, Clerics, Druids, Shamans, etc could all heal, Fighter and Paladins could fight, etc.   It was only with expansions and the concept of Raiding that the Holy Trinity of EQ was born: Cleric (Healer), Fighter (Tank), and Enchanter (for Haste and Slow).  Lots of classes could do damage, but again, it was with raiding that the need for the dedicated roles of DPS (Rogue), Buff/Debuff (Shaman) and Utility (Necro, etc) were born.  That Raid mentality carried over into World of Warcraft and was well-established by the time the actual roles themselves were taken as a model by 4e.

So no, the stuff we're talking about is simple tactics, not a metagame design structure.  The MMO design structure came from MMOs not from D&D.

Is there anything at all in gaming you do have a fucking clue about the history of?

More than you apparently.  First off, did you know that the Cleric class is actually a D&D only creation that was later adapted in the various Computer RPGs like Wizardry RPG?  Which predates MMOs, but not D&D.  In fact, Wizardry was modeled heavily from D&D, adapting a lot of it's foibles.  And Wizardry is still INCREDIBLY popular in Japan, which in short influenced the JRPG creation.

Any game that has a Cleric/Priest/Healer that gets their power from the Gods actually owes (intentionally or not) their heritage from D&D.  That includes Everquest with it's HEAVY ARMOUR WEARING CLERIC, which can use PLATE and USES BLUNT WEAPONS.  Just like the AD&D Cleric.  What?  You think it was coincidence?  Really?  Do you honestly think we're all that stupid?

I mean seriously, the bow using, two weapon fighting woodsman being called a fucking RANGER is not a clue?  The Paladin is a holy warrior knight type with an ability called LAY ON HANDS.  And that's information that you can get from the website itself!

The most famous MMO that every company still wants to mimic to this day, World of Warcraft, their little strategy game of the same name (or rather Warcraft) was an amalgamation of apparently Blizzard's employees' home game world and the big silly shoulders of Warhammer 40k (there's an interview with them stating that.  Wish I could find it again.)

I could easily go on and perforate your obviously lacking knowledge of what exactly D&D affected, but suffice it so say, any video game that has a dedicated healer, often worshiping Gods or divinely gifted, owes it's creation all the way back from the ideas set forth by D&D.  Because if they took the Cleric, they've often taken everything else too.

Quote from: Simlasa;911366That was something I really liked about City of Heroes. You could generally accomplish a mission with whatever team you could organize if the players were decent. Self-healing was common. That, and the lack of dispensable loot, generally seemed to cut waaaay down on the numbers of assholes fucking up the game.

I don't really need/want rules for basic tactical setups... let me figure those out as I play. Otherwise it feels like power-combo stuff from certain wargames and CCGs... playing to the rules, rather than the setting/situation.

...Did we play the same game?  City of Heroes had a Cleric class, it was called the Defender.  The Controller was the Wizard.  Now...  I will completely agree that the community was waaaaaaaay more chill and accepting than any other MMO I've ever played.  But the entire structure of the game was based off the four basic 'Food Groups' that D&D introduced all those years ago.

I may not have liked the Incarnates system that they set up for the Endgame (my main character was a 'Batman/Nightwing' type, Martial Arts/Willpower Scrapper) but man, if I don't miss the community.  Loved you guys, miss you lots.
Title: Systems with intercharacter synergy
Post by: Simlasa on August 05, 2016, 01:49:40 AM
Quote from: Christopher Brady;911454...Did we play the same game?  City of Heroes had a Cleric class, it was called the Defender.  The Controller was the Wizard.
Yeah it had those classes... but you certainly didn't NEED specific classes along...  like a Defender, to succeed on a mission. You could develop crossover abilities and the game didn't force any particular party build the way WoW tries to.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 05, 2016, 03:36:02 AM
Quote from: Christopher Brady;911454More than you apparently.  First off, did you know that the Cleric class is actually a D&D only creation that was later adapted in the various Computer RPGs like Wizardry RPG?  Which predates MMOs, but not D&D.  In fact, Wizardry was modeled heavily from D&D, adapting a lot of it's foibles.  And Wizardry is still INCREDIBLY popular in Japan, which in short influenced the JRPG creation.

Any game that has a Cleric/Priest/Healer that gets their power from the Gods actually owes (intentionally or not) their heritage from D&D.  That includes Everquest with it's HEAVY ARMOUR WEARING CLERIC, which can use PLATE and USES BLUNT WEAPONS.  Just like the AD&D Cleric.  What?  You think it was coincidence?  Really?  Do you honestly think we're all that stupid?

I mean seriously, the bow using, two weapon fighting woodsman being called a fucking RANGER is not a clue?  The Paladin is a holy warrior knight type with an ability called LAY ON HANDS.  And that's information that you can get from the website itself!

The most famous MMO that every company still wants to mimic to this day, World of Warcraft, their little strategy game of the same name (or rather Warcraft) was an amalgamation of apparently Blizzard's employees' home game world and the big silly shoulders of Warhammer 40k (there's an interview with them stating that.  Wish I could find it again.)

I could easily go on and perforate your obviously lacking knowledge of what exactly D&D affected, but suffice it so say, any video game that has a dedicated healer, often worshiping Gods or divinely gifted, owes it's creation all the way back from the ideas set forth by D&D.  Because if they took the Cleric, they've often taken everything else too.
Jesus H. Christ you're either a disingenuous or ignorant fuck.  None of that has anything to do with the idea of "MMO Niche Protection" being started in D&D.

1. Jackass one claims tactics like ranks of combatants with armor up front, a tactic used for 5000 fucking years, is MMO niche protection.
2. Jackass two (who can't help himself trolling about old-school D&D despite the entire board laughing at him when he does) reinforces that claim with "healing clerics were invented by D&D", despite the actual development of niches in MMO, which was described.

Quote from: Christopher Brady;911454based off the four basic 'Food Groups' that D&D introduced all those years ago.
Keep fucking that chicken, idiot.  I'm sure the next twelve times you say it and are proved wrong it might become fact.  Oh no wait, it won't.

Here's the truth again for you...
TSR D&D produced classes.
MMOs produced the concept of The Holy Trinity and rigidly defined roles.
WotC 4e D&D (being essentially a MMO Raid Fight on paper) brought that back to D&D.

None of which has anything to do with putting the armor and shield guys in front, which was a battlefield tactic before people discovered Mathematics, let alone goddamn computers.
Title: Systems with intercharacter synergy
Post by: Omega on August 05, 2016, 05:11:46 AM
Speaking og natural synergies as opposed to forced ones. In Anarchy a friend and I would do missions way outside our range together. What allowed that was I was playing an engineer who could make a fighting robot and the other player could summon various ID monsters and buff skills. The trick was that in Anarchy equipment was stat-locked, but players discovered that the stat boosting skills allowed you to equip stuff potentially several levels higher than possible. Or buff someone else and allow them to build robots far better than normal in this case. So we'd hide in a corner and Id send out a robot to beat up stuff we ourselves couldnt handle. The ID monsters were assigned to follow the robot, heal it and act as backup since one could fight too.

Strategies that came about unexpectedly.
Title: Systems with intercharacter synergy
Post by: Christopher Brady on August 05, 2016, 11:30:47 PM
Quote from: CRKrueger;911467Jesus H. Christ you're either a disingenuous or ignorant fuck.  None of that has anything to do with the idea of "MMO Niche Protection" being started in D&D.

What are you going on about?  The hell?  Where is the evidence of this?  I have an interview with the co-creator of Wizardry one of the first Computer Roleplaying Games, and was one of the influences of MMO creation.

Quote from: CRKrueger;9114671. Jackass one claims tactics like ranks of combatants with armor up front, a tactic used for 5000 fucking years, is MMO niche protection.

Really?  I'm wondering where that came up.  Because most vanguards were lightly armoured.  The heavy guys, typically cavalry were kept in the back when the lightly to medium armoured infanty broke most of the enemy first.

And I don't know of any army that fielded warrior priests and magic users, able to cast spells.  So I have no idea what you're going on about.

EVERY soldier that was meant for Melee would be in armour and shield.  What are you smoking?  SHARE!  I WANT SOME!

Quote from: CRKrueger;9114672. Jackass two (who can't help himself trolling about old-school D&D despite the entire board laughing at him when he does) reinforces that claim with "healing clerics were invented by D&D", despite the actual development of niches in MMO, which was described.

Are you a time traveler?  The Cleric class shows up in 1974.  The first MMO is claimed to have been created in 1996.

Quote from: CRKrueger;911467Keep fucking that chicken, idiot.  I'm sure the next twelve times you say it and are proved wrong it might become fact.  Oh no wait, it won't.

Wizardry being influenced by D&D:  http://www.hardcoregaming101.net/wizardry/wizardry-interview.htm

That is an interview with the Co-Creator of Wizardry.  Fifth paragraph down.  Evidence that one Computer RPGs have some background with D&D.  Also, Rogue, a dungeon crawling ASCII game was created in 1980, six years after.the creation of D&D, and the creators claim that D&D was part of the idea behind it.  Multi-User Dungeons, also known as MUDs, another precursor to MMORPGs, was also influence and they were influenced by D&D.

Quote from: CRKrueger;911467Here's the truth again for you...
TSR D&D produced classes.
MMOs produced the concept of The Holy Trinity and rigidly defined roles.
WotC 4e D&D (being essentially a MMO Raid Fight on paper) brought that back to D&D.

You've missed so many steps.  You clearly don't know anything about video game history, and don't care enough to do any actual research, which is easy to find...

Quote from: CRKrueger;911467None of which has anything to do with putting the armor and shield guys in front, which was a battlefield tactic before people discovered Mathematics, let alone goddamn computers.

The fuck are you going about?  In WHICH WORLD did we have medieval four man teams of a man in armour, a magic user, a holy healer and an assassin???

Every soldier that went into battle, from infantry to cavalry to King would wear armour and shields if they were melee.  It looked nothing like D&D.  They fielded armies of hundreds to thousands.

What are you...

No, you're trolling.  That's obvious now.  And I fell for it again.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 06, 2016, 02:16:29 AM
Oh the irony...

Let's look at the difference between Fighter/Cleric/Magic-User/Thief as present in the original games and Tank/Healer/CC/DPS present in MMOs.  

Tank as a MMO Role is a damage absorber.  High mitigation and the capability to force enemies to target the Tank through Taunt mechanisms.  Where was the Taunt mechanism in D&D?  Oh yeah, that's right, there weren't any, at all.  They were 100% a MMO invention.  They only entered D&D in late 3rd, 4th Edition.

Fighter as a D&D class could take damage better than most classes due to higher Hit Dice, better Con bonuses and better armor.  However, in OD&D and Basic, the Fighter is much less "tanky" then in AD&D, which isn't really a "Tank Class" as the only way to keep aggro is through effective positioning tactics.  Also, the Fighter doesn't match up to the Tank role as he can do just as much damage as supposed DPS classes, except in certain conditions.

The D&D Cleric Class is the closest to a MMO Healer Niche, however, most Healers are rather squishy and need to stay out of melee where of course, the D&D Cleric can wear the same armor as the fighter and isn't a bad Melee combatant either.

CC (Crowd Control) as an MMO niche has the capability to reduce the enemies offensive output.  Usually done through some form of Rooting in place so the mob is out of melee range of a PC, or Mesmerisation/Charm, which leaves them unable to do anything while affected.  That allows a group to engage and focus fire on one mob at a time, in order, until all are defeated.  There are some spells that both Cleric, Druid, MU and Illusionist can do to fulfill this role, however, again until 4e, the control capabilities of D&D spells are very lackluster in comparison with MMOs.

The D&D Magic-User has a flexibility unheard of in any MMO class.  Their spells allow them to fulfill any MMO role except Healer.  Offense, Defense, Utility, the MU has it all sans healing.  The problem is, before WotC D&D removed any and all impediments to free and unrestricted casting, MU's were very limited in melee, they had to stay unengaged, and were very squishy.  They also had to take time memorizing spells.  MUs were kind of like Batman.  Give them decent intel and time to prepare, watch out.  Caught unprepared, the beatings commenced but unlike Batman, they couldn't fight very well and could die.

DPS as a MMO niche is a damage dealer.  They cannot take damage like a Tank, they cannot Heal, they cannot do any CC, they do damage, period.

Thief as a TSR-era D&D class is piss-poor DPS, unless they can backstab.  The Fighter is better DPS and the Ranger is better still against humanoids.  Both get specialization, something a Thief does not.  It's only until WotC D&D when Backstab becomes "have any form of positional advantage against" - again, pulling directly from EQ, where only rear positioning was needed for the boost in damage.  The TSR-era D&D Thief is a utility class with their special abilities residing mostly OUT of combat.

So to recap...
1. MMO niches did not exist in TSR-era D&D.  Yes there were classes, but the classes had not been distilled into hyper-specific combat niches.
2. MMO niches were an invention of...wait for it...MMOs.  However, most MMOs from the beginning were structured along D&D class lines, but they also played according to D&D class lines.  3 Thieves and a Cleric could do an adventure just fine.
3. The MMO niches arose as a result of Raid combat in EverQuest, Bosses in DAoC and Elites in WoW.  The idea of Raids and the falsely boosted Elite class of mob, which didn't follow the normal rules of the game resulted in specialization of classes in order to deal with them.  Rangers, Paladins and Shadowknights couldn't really Tank in a Raid only Warriors.  Druids and Shamans couldn't really be main healer in a Raid, only Clerics.  No one could survive if the monsters weren't slowed and the additional mobs contained, thus Enchanter was necessary.  Lots of classes could do DPS, but no one better than the Rogue.  Thus the Holy Trinity (Cleric, Warrior, Enchanter) and Fantastic Four (Tank, Healer, CC, DPS) was born.  As EQ advanced and mobs became even harder in expansions (the first example of Raidflation in MMOs) Buff/Debuff classes like Shaman and Utility classes like Necro started to have important roles in Raids as well, but the 4 roles remained and were necessary for more difficult non-raid combat as well.
4. 4th Edition D&D brought the MMO niches to D&D combat for the first time.  The gameplay essentially being focused on the tabletop skirmish aspect of combat, where some combats took over an hour, the tactical nature required certain roles and those roles came straight from MMO niches.

D&D obviously influenced every single computer fantasy RPG ever.  However, the concept of Hyper-Specialized and required combat roles were an MMO evolution in response to the specific nature of MMO combat.  They did not exist in the original material.  Only when 4e specifically attempted to mimic the nature of MMOs did those roles enter D&D and the game was now influenced by one of it's successors.

It's interesting also to note that over the years, WoW, LotRO, Guild Wars 2 and Rift have introduced much more flexible classes with different specs and roles that the character can switch between based on what they're doing, so the classes are no longer shoe-horned into a single role.

None of this, however, has anything to do with what the OP claimed.  Bren suggested armored fighters with shields protecting the ranged combatants and spellcasters was an example of synergy, which of course it is.  An organic, natural synergy, which mirrors numerous real world combat examples going back thousands of years.  The OP incorrectly identified this as MMO niche activity, it has absolutely nothing to do with MMO niches.

The at-table play of Pre-3rd D&D, which Brady has demonstrated a complete lack of knowledge about, didn't have 4 characters one of each type of class.  That's a WotC-ism, Brady just doesn't know that fact.

Back in the day, you had a Ranger, a Elven F/M/U, a Half-Orc C/A and a Dwarf C/F.  You had 4 Hobbit Rogues, a Ranger and a M-U.   You had a Cleric and M-U with 12 Hirelings.  What you didn't have was a need to fill the party roles of Tank/Healer/CC/DPS before you set foot outside of the inn.

Yes, TSR and WotC D&Ds are very different in certain assumptions.
Title: Systems with intercharacter synergy
Post by: Skarg on August 06, 2016, 12:55:10 PM
Quote from: Christopher Brady;911558...
Really?  I'm wondering where that came up.  Because most vanguards were lightly armoured.  The heavy guys, typically cavalry were kept in the back when the lightly to medium armoured infanty broke most of the enemy first.
Is there any ancient/medieval battle that actually developed this way? Sounds to me like you are mis-conjuring ancient skirmishers, whose purpose was to disrupt the main enemy lines with missiles and/or lure some of them out of formation, and deal with enemy skirmishers. Skirmishers were a prelude to main battle. In any case, the point seems in no way to invalidate what CRKrueger was saying about archers and mainline infantry. In fact, the whole subject only reinforces the original point, which is that different types of arms can naturally combine to assist each other in logical ways that can flow as natural results of a detailed combat system that reflects reality, which is the opposite of artificial rules which list magical synergy effects from combining flavors of characters to produce special effects because of a generic desire for synergy or artificial niche reinforcement.

It seems to me that MMOs are a prime example of computer game designers going insane trying to control complex dynamic systems with pre-made content that infinitely regenerates, steep power curves, trying to entertain everyone with continual character advancement, things to do and kill, lack of negative events, etc. MMOs try to combine so much incompatible shit into one clusterfuck that it's impossible to do anything but a surreal slurry of conventional torture.



QuoteWizardry being influenced by D&D:  http://www.hardcoregaming101.net/wizardry/wizardry-interview.htm

That is an interview with the Co-Creator of Wizardry.  Fifth paragraph down.  Evidence that one Computer RPGs have some background with D&D. ...
Why do you keep trying to prove Wizardry was influenced by D&D? So what? There were hundreds or maybe thousands of CRPGs created by 1990. Rogue? MUDs? Stahp! Of course all of them had some degree of D&D influence, especially if you count 2nd-hand influence.  Do you really think anyone (understands why you're arguing this, or) thinks otherwise?
Title: Systems with intercharacter synergy
Post by: Omega on August 06, 2016, 03:49:24 PM
Quote from: Christopher Brady;911558Are you a time traveler?  The Cleric class shows up in 1974.  The first MMO is claimed to have been created in 1996.

Every soldier that went into battle, from infantry to cavalry to King would wear armour and shields if they were melee.  It looked nothing like D&D.  They fielded armies of hundreds to thousands.

1: Um... Actually according to the folk who were there... The Cleric was created to counter undead. If I recall correctly, to counter a vampire? Clerics in OD&D and BX do not get healing spells till level 2 and another at level 3. They dont get a 3rd healing spell till level 6. whoo boy! Pass that healin!

2: Um... Armies fielded what they could afford. Soldiers wore what they were given and mercs wore what they could afford or the leader rationed out for them wear.  And none of that has anything to do with small units like an adventuring party. Which are more akin to small merc groups comprised of sometimes very different people.

Comparing D&D to real world military is beyond foolish. We didnt have a world jam packed with ruins and underground habitations full of monsters, some of which cant be killed via conventional means. And we dont have people who can toss around spells that do oft the impossible. We were limited to effectively two or so combat capable classes and probably 95% fall into the fighter class. And so on and so fourth.

Most D&D-esque fantasy worlds function under very different paramiters than the real world. And they still dont need the four classes allways and ever present to survive.
Title: Systems with intercharacter synergy
Post by: DavetheLost on August 07, 2016, 09:51:19 AM
Quote from: Christopher Brady;911353Actually, yes.  He's just wrong in thinking where it started.

Where do you think MMO's got the ideas from?  Where CRPGs got it?

Dungeons and Dragons, with it's four basic 'food groups'.  Computers (and consoles) meld it into a more cohesive role, because they remove the messy human element, but D&D is where it started.

Well, the four food groups is  not present in the original itteration of the game. The Thief class disn't come along until Supplement One. Rogues were a 3e invention. By which point the game had mutated sbstantially from the original.

We played lots of successful D&D without one of each class, or even each type of class. We usually did not have Thieves or Magic Users. Clerics were used because of their ability to fight almost as well as Fighters and turn the undead. Remember Clerics didn't get their first spell until second level, and Cure Light Wounds is not all that great. We used healing potions instead.
Title: Systems with intercharacter synergy
Post by: crkrueger on August 07, 2016, 12:12:22 PM
Quote from: Skarg, Omega, DaveFacts
C'mon guys, don't let the truth get in the way.