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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: kosmos1214 on November 25, 2024, 06:14:03 PM

Title: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on November 25, 2024, 06:14:03 PM
So what class or arc type would you say is the hardest to disign for?


My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Chris24601 on November 25, 2024, 08:43:10 PM
Quote from: kosmos1214 on November 25, 2024, 06:14:03 PMSo what class or arc type would you say is the hardest to disign for?

My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Fighter.

Because as soon as you try to give it anything nice, someone pitches a fit about how, in a world of magic and demigods, the fighter's feats must remain entirely mundane.

Never mind that the level 8 AD&D title was Superhero or that examples of fighters include guys like Hercules who held up the sky and redirected rivers. They must be Joe Average or someone is gonna complain.

By contrast, gadgets are just an alternate presentation (fluff) for spells/magic items. Heck, add a tube and a fuse to fireball's existing material components and you'd have a single-use black powder rocket.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on November 25, 2024, 09:48:09 PM
Quote from: Chris24601 on November 25, 2024, 08:43:10 PM
Quote from: kosmos1214 on November 25, 2024, 06:14:03 PMSo what class or arc type would you say is the hardest to disign for?

My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Fighter.

Because as soon as you try to give it anything nice, someone pitches a fit about how, in a world of magic and demigods, the fighter's feats must remain entirely mundane.

Never mind that the level 8 AD&D title was Superhero or that examples of fighters include guys like Hercules who held up the sky and redirected rivers. They must be Joe Average or someone is gonna complain.

By contrast, gadgets are just an alternate presentation (fluff) for spells/magic items. Heck, add a tube and a fuse to fireball's existing material components and you'd have a single-use black powder rocket.
It's kind of funny you say that for 2 reasons. The first being that the game I'm trying to make started as a fighter feat set that would have given a first level fighter the option of a flameing sonic boom from there sword (think sol bad guys ground slave from guilty gear). The second reason its funny is that the system I'm building uses an all things being equal disign so warrior sword techniques end up having a spell style write up.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Chris24601 on November 25, 2024, 11:06:01 PM
Quote from: kosmos1214 on November 25, 2024, 09:48:09 PM
Quote from: Chris24601 on November 25, 2024, 08:43:10 PM
Quote from: kosmos1214 on November 25, 2024, 06:14:03 PMSo what class or arc type would you say is the hardest to disign for?

My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Fighter.

Because as soon as you try to give it anything nice, someone pitches a fit about how, in a world of magic and demigods, the fighter's feats must remain entirely mundane.

Never mind that the level 8 AD&D title was Superhero or that examples of fighters include guys like Hercules who held up the sky and redirected rivers. They must be Joe Average or someone is gonna complain.

By contrast, gadgets are just an alternate presentation (fluff) for spells/magic items. Heck, add a tube and a fuse to fireball's existing material components and you'd have a single-use black powder rocket.
It's kind of funny you say that for 2 reasons. The first being that the game I'm trying to make started as a fighter feat set that would have given a first level fighter the option of a flameing sonic boom from there sword (think sol bad guys ground slave from guilty gear). The second reason its funny is that the system I'm building uses an all things being equal disign so warrior sword techniques end up having a spell style write up.
Excellent. I approve.

However, if you're sharing it outside of curated groups, brace yourself for the inevitable pushback from the "Fighters can't have nice things" crowd. Even Mike "You Can't Shout Your Hand Back On" Mearls got in on the act by ignoring, of course, that the system in question had no dismemberment rules so his gripe was nothing more than a strawman. Non-spellcasters got cool toys for once and that's just not allowed.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Mishihari on November 25, 2024, 11:33:42 PM
Artificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Hzilong on November 26, 2024, 12:12:43 AM
Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.

Mostly agree that artificers/mechanic classes suck to balance. they work narratively because the balance there is prep time. In stories, you can limit the artificer by materials and time. But making crafting rules specifically for the party artificer is a hassle. Then you have to weigh the play time because either you completely shift the timetable of adventurers or make the artificer OP when they have items or useless without them.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Eirikrautha on November 26, 2024, 06:44:06 AM
Quote from: Hzilong on November 26, 2024, 12:12:43 AM
Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.

Mostly agree that artificers/mechanic classes suck to balance. they work narratively because the balance there is prep time. In stories, you can limit the artificer by materials and time. But making crafting rules specifically for the party artificer is a hassle. Then you have to weigh the play time because either you completely shift the timetable of adventurers or make the artificer OP when they have items or useless without them.

The only way I've ever seen it work is limiting the artificer by level instead of time.  For example, the artificer can make X number of potions per level, and must use or discard one in order to make another.  It's completely gamely, though, as you really can't justify it well in the fiction.  And, at that point, you've  just got a  reskinned wizard with item slots instead of spell slots...
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Steven Mitchell on November 26, 2024, 07:18:59 AM
The pacifistic healer.  There are a handful of games where it works just fine, but the typical D&D game is not one of them.  Strangely enough, it works out better the more players/characters there are in the party, which means that it can be a better fit for AD&D or BEMCI/RC than any WotC version. 

It's a difficult path to walk, because in order to work well there has to be something for the pacifistic healer to do, but not so much combat as to leave them sidelined or bring up the question as to why the healer is hanging around with these killers all the time.  Works better, of course, in a game where disease and poison are harder to deal with, or maybe a heavily exploration game with wild beast attacks out in the wilderness and ancient traps. 

As for the alchemist/artificer, I think the main problem with it is trying to make it like a WotC class, where everyone can do something all the time.  If you are going that route, just make it a special version of one of the casting classes with alternate flavored spells.  If that's what it is anyway, no need for special mechanics.

If you want one that actually is what it is labeled, then better to go one of two routes:

1. AD&D glass cannon wizard-type on steroids.  Make the formulas difficult to pull off, even more than spells, longer to prepare, require special components, etc.  You know, the actual archetype of struggling in the lab.  Give plenty of chances of failure while preparing.  But trade that for a massive bang in execution of the stuff.  Enforce encumbrance and time and all that AD&D stuff that gets glossed over today.  This guy is the ultimate in resource management, because his resources are hard to replace. He doesn't waste a bomb on a pack of goblins that his pals can easily take out, instead gets off a few crossbow shots.

2. Make alternately flavored items that work a lot like spells, except they take longer to cast, but can stay prepped for a few minutes.  With the ingredients he carries around, he can brew up a quick strength potion in your wineskin but those fizzy ingredients don't last more than a few rounds in the wine.  The trade off here should be the opposite of #1--relatively low power, slow to cast, a lot more "charges".
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Zalman on November 26, 2024, 07:43:58 AM
Quote from: Eirikrautha on November 26, 2024, 06:44:06 AMThe only way I've ever seen it work is limiting the artificer by level instead of time.  For example, the artificer can make X number of potions per level, and must use or discard one in order to make another.  It's completely gamely, though, as you really can't justify it well in the fiction.  And, at that point, you've  just got a  reskinned wizard with item slots instead of spell slots...

I have used material limitations. For artificers that could mean something like a rare ingredient that only the artificer knows how to use, while mechanic/engineer abilities might be constrained by limited energy supplies to power their machines.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Opaopajr on November 26, 2024, 08:40:51 AM
Quote from: Chris24601 on November 25, 2024, 08:43:10 PM
Quote from: kosmos1214 on November 25, 2024, 06:14:03 PMSo what class or arc type would you say is the hardest to disign for?

My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Fighter.

Because as soon as you try to give it anything nice, someone pitches a fit about how, in a world of magic and demigods, the fighter's feats must remain entirely mundane.

Never mind that the level 8 AD&D title was Superhero or that examples of fighters include guys like Hercules who held up the sky and redirected rivers. They must be Joe Average or someone is gonna complain.

By contrast, gadgets are just an alternate presentation (fluff) for spells/magic items. Heck, add a tube and a fuse to fireball's existing material components and you'd have a single-use black powder rocket.

Quoted for amusement. :D

My big complaint is everyone else gets their class restrictions lifted away over time, while the fighter's benefits are put up for auction wholesale upon multi-classing. And then gear technology will never advance again, frozen forever, because we need to sell more splats with new spells for that... because fighters can't have nice things, like barbed fishhooks, explosive black powder, or complex netting. ::)
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: ForgottenF on November 26, 2024, 09:41:45 AM
I was going to say the sorcerer-assassin, but on further thought, all assassins are a bit of a design issue for most RPGs. For one thing, assassination is inherently a lone wolf activity, and RPGs are designed around team play. For another, the whole point of an assassin is to be able to reliably kill in one hit. Most RPG rules really don't want a character to be able to do that. Giving out a "sudden death" ability to a single class is such a problem to balance that it's usually limited to the point of being almost useless.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: BoxCrayonTales on November 26, 2024, 12:25:38 PM
Do you allow races and factions to be discussed too? Non-D&D-derived games?
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Omega on November 26, 2024, 04:49:14 PM
The original Torg's Nile Empire did gadgeteering heroes rather well.

2e D&D's Al-qadim setting and the Complete Sha'ir book had a rather fascinating take on a gadgeting approach to magic.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Slambo on November 26, 2024, 05:11:47 PM
Quote from: Chris24601 on November 25, 2024, 08:43:10 PM
Quote from: kosmos1214 on November 25, 2024, 06:14:03 PMSo what class or arc type would you say is the hardest to disign for?

My bet is on a machinist or gadgetier. yes I've been working on one so I've been thinking about it so whats everyone elses bet?

My hang up is I keep hanging up on exactly how to make an gadget thats not just a bomb or rapid fire gimick. Not that those arn't important holes to fill in a ability set but they shouldn't be the only holes a class fills. The trick I've found helps is thinking of cartoon physics and pumping it up to 11.

( plan on cross posting this by the only other rpgsite I frequent)
Fighter.

Because as soon as you try to give it anything nice, someone pitches a fit about how, in a world of magic and demigods, the fighter's feats must remain entirely mundane.

Never mind that the level 8 AD&D title was Superhero or that examples of fighters include guys like Hercules who held up the sky and redirected rivers. They must be Joe Average or someone is gonna complain.

By contrast, gadgets are just an alternate presentation (fluff) for spells/magic items. Heck, add a tube and a fuse to fireball's existing material components and you'd have a single-use black powder rocket.

I havent had this problem with fighters in my expirence, but id chalk that up to most of my players also being into anime lol.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: THE_Leopold on November 26, 2024, 05:32:41 PM
Quote from: Hzilong on November 26, 2024, 12:12:43 AM
Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.

Mostly agree that artificers/mechanic classes suck to balance. they work narratively because the balance there is prep time. In stories, you can limit the artificer by materials and time. But making crafting rules specifically for the party artificer is a hassle. Then you have to weigh the play time because either you completely shift the timetable of adventurers or make the artificer OP when they have items or useless without them.


I fucking hate this class with the passion of a 1000 burning suns in the pit of hades. It's due to 1 player who wants to solve every problem with a fucking trinket and design and it distracts from the game as he goes through the motions of thinking he's outsmarted me as the DM and then pouts like a child when he's found to be dead wrong in his assumption of game mechanics.

Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: GnomeWorks on November 26, 2024, 05:48:38 PM
My answer to this would be the class I'm working on that "summons" terrain (https://drive.google.com/file/d/1w1NkVrvlbPRU8DiL_CbnBbYD7qxai7_n/view?usp=drive_link).

Blue mages (https://drive.google.com/file/d/1WNPf8Z4QAzBuCypmCNyx6JvbS2ui7K5D/view?usp=drive_link) are often also difficult to implement, depending on the system. Summoner (https://drive.google.com/file/d/1B1JDLARn7-YLZkIXHdRwwgH9DLrNaB3j/view?usp=drive_link)-types are another issue, and can be on par with blue mages unless you rein them in somehow.

Shapeshifters are another pain point, but it's at least a grade easier than blue mages since you can just say "screw it" and use personalized stat blocks rather than stuff from team monster.

Mimics (https://drive.google.com/file/d/17rGoGDPRTUeUW5tAMsBuEfXosE2Rqd_E/view?usp=drive_link) are also kind of a PITA, with factotum-types being a close second.

Limiting gadget-type classes (https://drive.google.com/file/d/1JLFXzpO-mUNvCnsS6qqakTADWc82duq3/view?usp=drive_link) is quite simple: technology needs to be maintained to function. A gadgeteer (https://drive.google.com/file/d/1YhewKDnqHpRY-pziiQRm-2xujrLQwsxe/view?usp=drive_link) can only maintain so many inventions at a time. Doesn't matter that you've built fifty things that go boom -- you can only keep three in functioning condition at any given time.

The answer to fighters is similarly simple: fighters shouldn't exist. It's far more sensible to create a set of combat-oriented classes but with interesting gimmicks. Monk (https://drive.google.com/file/d/1tm4bgRIjRXjqU5q1ItpSUUWK9xE1TJME/view?usp=drive_link) is a good example of what kind of fighter should exist: you need concept hooks or cool stuff (https://drive.google.com/file/d/1dvfuTkUnIHOlPDXdBV95vdAc71TvK0KT/view?usp=drive_link) for the "fighter," to let them keep up with the casters.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on November 26, 2024, 06:19:30 PM
Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.
Easy answer here go whole hog on a mana system and they can only carry so much of there mana in ready achemical objects that are ready to go. This isn't an all fixed answer but as i was working it seemed like the obvious answer.
Quote from: BoxCrayonTales on November 26, 2024, 12:25:38 PMDo you allow races and factions to be discussed too? Non-D&D-derived games?
Give it ago the game I'm working on come originally from d&d dna but its so far off that it won't matter much. besides you have experience in non d&d systems that gives you a cool opinion out side of other frames of view.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Darrin Kelley on November 26, 2024, 06:39:59 PM
Mentalists, telepaths. They have always been a very difficult thing to handle in superhero games and elsewhere. They present untold problems for a GM.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Man at Arms on November 26, 2024, 10:48:13 PM
The Assassin Class, and their one shot ability.

Any Race, that has Wings.

Any race, that has Darkvision.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Hzilong on November 27, 2024, 05:39:29 AM
Quote from: Man at Arms on November 26, 2024, 10:48:13 PMThe Assassin Class, and their one shot ability.

Any Race, that has Wings.

Any race, that has Darkvision.

Be right back. Need to make a flying assassin with goggles of the night (or whatever is the setting equivalent item)
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: BoxCrayonTales on November 27, 2024, 11:46:09 AM
Quote from: Darrin Kelley on November 26, 2024, 06:39:59 PMMentalists, telepaths. They have always been a very difficult thing to handle in superhero games and elsewhere. They present untold problems for a GM.
Don't forget object reading and divinations in general.

There was one game I remember where the latest edition removed all the divination powers because they broke the paranoia and dishonesty that the game was supposedly built on.

The way I fix it is to just make all the mysteries unsolvable without using divinations.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Darrin Kelley on November 27, 2024, 01:36:17 PM
Quote from: BoxCrayonTales on November 27, 2024, 11:46:09 AMDon't forget object reading and divinations in general.

There was one game I remember where the latest edition removed all the divination powers because they broke the paranoia and dishonesty that the game was supposedly built on.

The way I fix it is to just make all the mysteries unsolvable without using divinations.

Divinations and object reading are not supposed to be win buttons. They are supposed to deliver murky clues at the most.They are not supposed to be mystery busters, Also, a simple set of gloves being worn by the perp pretty much nullifies object reading.

Telepaths are a bigger issue.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on November 27, 2024, 08:31:31 PM
Mind reading the meany forms of future sight and other similar or close ability's aren't hard necessarily from a game maker stand point but do put more work in to the hands of the game runner. This is because they give very very powerful info tools to the players that the game master has to answer for.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: yosemitemike on December 02, 2024, 09:22:15 AM
The problem with artificer type characters is that most of the people who play that kind of character are forever trying to create this or that gadget to give the character an ever expanding list of free new abilities.  My clockwork thing can fly and gunpowder exists so I want to make a bunch of bomb drones.  I want to make a things that blows flour to reveal invisible enemies.  The only way to really deal with this is to draw a hard line and say, "No".  If it's a class based system, you can do what the class description says you can do.  If it's a points based system, you can do that if you spend the points to get that ability.  Otherwise, no.  No ever expanding list of free abilities through tinkering.  If there's a generic tinker ability that lets the character create undefined gadgets to do...stuff then I just don't allow it at all.  That sort of thing is just a constant headache and waste of time.

 
     
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Banjo Destructo on December 02, 2024, 11:48:25 AM
I think "thief" type classes are difficult to do things for, because many of the specialties they have had over the years are things that people might think any character could do.  Kinda like fighter in a way.
I also think cleric/healer is just an oddball kinda class too, like it feels more like its filling a role that seemed like it was needed rather than coming from an archetype.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: BoxCrayonTales on December 02, 2024, 12:16:54 PM
I would say that class bloat combined with niche protection makes it harder to design class features without becoming anal retentive about it. A lot of the D&D classes arose as game conventions rather than being modeled after well defined literary archetypes. So their concepts get increasingly anal retentive and self-referential to justify their existence, when a good world builder would nix most of them.

For example, the sorcerer was added in third edition to introduce the new spontaneous casting rules. As of 5e, the preparation and spontaneous casting mechanics are barely distinguished, so the sorcerer doesn't have much reason to exist as a separate class anymore.

4e's introduction of roles and power sources is a better way to handle things and avoid redundancy. So naturally it was thrown out with the bathwater.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Orphan81 on December 02, 2024, 12:57:19 PM
Going from a strictly Dungeons and Dragons and the typical classes (Which means No Artificers/Gadgteers) I think making real interesting variations of "Rangers" is probably challenging.

Ranger already comes off as a specialized Fighter... but if you veer in certain directions with it you'll start stepping on the toes of Barbarians and Druids in the "I'm a guy who likes wild places too."

The only obvious things that come to mind when doing specializations for them is really honing in on one type of enemy like "I'm an Undead Hunter" or "I'm a Giant Hunter" but if your Ranger can't do that out of the box, then what's the point of even having a favored enemy to begin with?
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Mishihari on December 02, 2024, 01:03:39 PM
Quote from: kosmos1214 on November 26, 2024, 06:19:30 PM
Quote from: Mishihari on November 25, 2024, 11:33:42 PMArtificer, and I know this from having created several classes / sets of mechanics myself.  If, frex, an alchemist can make 1000 explodey potions in the month before the adventure and carry them all in a bag of holding, how do you balance this against a wizard who has x fireballs per day with doing something arbitrary and lacking in-setting explanation?  It can be done, and I've done it, but it's a heck of a lot more work than any other type of class to get it right.
Easy answer here go whole hog on a mana system and they can only carry so much of there mana in ready achemical objects that are ready to go. This isn't an all fixed answer but as i was working it seemed like the obvious answer.
Quote from: BoxCrayonTales on November 26, 2024, 12:25:38 PMDo you allow races and factions to be discussed too? Non-D&D-derived games?
Give it ago the game I'm working on come originally from d&d dna but its so far off that it won't matter much. besides you have experience in non d&d systems that gives you a cool opinion out side of other frames of view.

The mana limitation would make sense for active devices, but I wanted an alchemist class and I also wanted potions that could be found as treasure, so they couldn't rely on personal mana because the treasure ones aren't attached to anyone.

For my current project what I did was put an expiration time on potions.  The daily potions expire at sunrise.  Crafting time and mana limit the number that can be made while adventuring.  Monthly potions expire at the next new moon.  They must be made on the day of the new moon and again crafting time and mana limit the number that can be made.  Permanent ones must be made on a solstice or equinox and only a few because they take more time and mana to make.

I'm pretty happy with the end result.  The alchemist plays very differently than the sorcerer.  Alchemists are for a player that wants to do resource management.  He needs to be concerned with maintaining his arsenal, finding fresh reagents in the field (some of them have to be fresh), and working with the calendar requirements.  The alchemist can't change his abilities on the fly like a sorcerer, but if he has chosen the right ones he can be more effective.  And The effects are also mostly different than the sorcerer's. 
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: BoxCrayonTales on December 02, 2024, 01:57:15 PM
Ultimately, all classes can be boiled down into anal retentive variations of fighter, thief, mage and priest.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Thor's Nads on December 02, 2024, 03:05:59 PM
Quote from: BoxCrayonTales on December 02, 2024, 01:57:15 PMUltimately, all classes can be boiled down into anal retentive variations of fighter, thief, mage and priest.

You could argue, and I do, that there are only two classes: fighting-men and magic-users. Everything else is just variants of these.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Mishihari on December 02, 2024, 03:38:51 PM
Quote from: Thor's Nads on December 02, 2024, 03:05:59 PM
Quote from: BoxCrayonTales on December 02, 2024, 01:57:15 PMUltimately, all classes can be boiled down into anal retentive variations of fighter, thief, mage and priest.

You could argue, and I do, that there are only two classes: fighting-men and magic-users. Everything else is just variants of these.

I think there's a bit more than that, here's my list:

physical combat specialist (fighter)
athletics specialist (run, jump swim, climb, lift, etc etc etc)
stealth specialist
lore specialist
social specialist
protector
artillery (usually magic)
battlefield control  (usually magic, but also warlord)

All of these, even the fighter and mage, are dependent on having mechanics and setting where they are needed.  If you're playing orc with a pie in a box, most will have no role.  And if you're playing a stealth game where winning is getting the McGuffin without being noticed, then all you need is the stealth specialist.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: ForgottenF on December 02, 2024, 06:50:19 PM
Quote from: Orphan81 on December 02, 2024, 12:57:19 PMGoing from a strictly Dungeons and Dragons and the typical classes (Which means No Artificers/Gadgteers) I think making real interesting variations of "Rangers" is probably challenging.

Ranger already comes off as a specialized Fighter... but if you veer in certain directions with it you'll start stepping on the toes of Barbarians and Druids in the "I'm a guy who likes wild places too."

The only obvious things that come to mind when doing specializations for them is really honing in on one type of enemy like "I'm an Undead Hunter" or "I'm a Giant Hunter" but if your Ranger can't do that out of the box, then what's the point of even having a favored enemy to begin with?

Yeah definitely. The lightly equipped scout/raider/commando/skirmisher/huntsman is not only a valid archetype, but an immensely popular one across mediums. D&D has a problem with the things that archetype should be able to do being scattered across Fighter, Ranger, Barbarian and Rogue.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on December 02, 2024, 07:31:22 PM
Quote from: yosemitemike on December 02, 2024, 09:22:15 AMThe problem with artificer type characters is that most of the people who play that kind of character are forever trying to create this or that gadget to give the character an ever expanding list of free new abilities.  My clockwork thing can fly and gunpowder exists so I want to make a bunch of bomb drones.  I want to make a things that blows flour to reveal invisible enemies.  The only way to really deal with this is to draw a hard line and say, "No".  If it's a class based system, you can do what the class description says you can do.  If it's a points based system, you can do that if you spend the points to get that ability.  Otherwise, no.  No ever expanding list of free abilities through tinkering.  If there's a generic tinker ability that lets the character create undefined gadgets to do...stuff then I just don't allow it at all.  That sort of thing is just a constant headache and waste of time.

.   
I'm not going to say thats not an issue that can come up but what you are butting up against is an older problem. The problem you are describing is the same problem you sometimes find in any game where players make spells. The player says they want to create a new spell and the spell the player wants to make A spell that solves some issue they particularly don't like.
And the same answer that has been used since the beginning of dnd still aplyes you are makeing a new ability here are the rules we are working under and move from there
Quote from: BoxCrayonTales on December 02, 2024, 12:16:54 PMI would say that class bloat combined with niche protection makes it harder to design class features without becoming anal retentive about it. A lot of the D&D classes arose as game conventions rather than being modeled after well defined literary archetypes. So their concepts get increasingly anal retentive and self-referential to justify their existence, when a good world builder would nix most of them.

For example, the sorcerer was added in third edition to introduce the new spontaneous casting rules. As of 5e, the preparation and spontaneous casting mechanics are barely distinguished, so the sorcerer doesn't have much reason to exist as a separate class anymore.

4e's introduction of roles and power sources is a better way to handle things and avoid redundancy. So naturally it was thrown out with the bathwater.
Personally I've started to think the secret is to not have niche protection and accept that some characters will manage to cover a bigger chunk of the imaginary pie then another but that usually comes at a cost or trade off of some kind. To use a simple example it's the "how do you respond to the red mage?" question. In case anyone reading doesn't know what that is A final fantasy red mage can cast both white (heals/basic buffs)and black magic (elemental damage) as well as use small shields and melee about on par with the rogue. To me I don't see a problem because that character will be spread thin if they try and do every thing. There will be holes in what they can do even withing there off the paper skill set. A simple example of that is did the player prioritize white or black magic in there spell selection?
On the topic of 4E something I heard recently I think apply to 4E very well. The problem with DnD is that no matter what they do they are stuck with certain baggage and if they get to far away from that baggage and what it does people will complain and let them know. So 4E can be a good game with legitimate problems that strayed to far from the core DnD formula and then in the fallow up edition 5E they moved back in the traditional direction.

Quote from: Orphan81 on December 02, 2024, 12:57:19 PMGoing from a strictly Dungeons and Dragons and the typical classes (Which means No Artificers/Gadgteers) I think making real interesting variations of "Rangers" is probably challenging.

Ranger already comes off as a specialized Fighter... but if you veer in certain directions with it you'll start stepping on the toes of Barbarians and Druids in the "I'm a guy who likes wild places too."

The only obvious things that come to mind when doing specializations for them is really honing in on one type of enemy like "I'm an Undead Hunter" or "I'm a Giant Hunter" but if your Ranger can't do that out of the box, then what's the point of even having a favored enemy to begin with?
Well I came in to roleplaying from video games forwards in to paper rpgs so the first thing that I notice is that they tend to be the default distance physical damage dealer. particularly given that most games that have them seems to lack archer or hunter classes. I will also agree that favored enemy can be a bit odd to deal with when some of the more out side the box options are taken.
I suppose it could be argued that the I hate giants and am a giant hunter is A bit odd if the unspoken rule is don't try hunting them before level 4 or 5.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Man at Arms on December 02, 2024, 11:18:47 PM
Quote from: Thor's Nads on December 02, 2024, 03:05:59 PM
Quote from: BoxCrayonTales on December 02, 2024, 01:57:15 PMUltimately, all classes can be boiled down into anal retentive variations of fighter, thief, mage and priest.

You could argue, and I do, that there are only two classes: fighting-men and magic-users. Everything else is just variants of these.


I think much of the game; can be summed up within Physical, Mental, and Social skills / abilities / specialties etc.  At least from a very basic perspective.  Strong or fast, intelligent or wise, persuasive or manipulative, etc.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Mishihari on December 03, 2024, 04:14:35 AM
Quote from: ForgottenF on December 02, 2024, 06:50:19 PM
Quote from: Orphan81 on December 02, 2024, 12:57:19 PMGoing from a strictly Dungeons and Dragons and the typical classes (Which means No Artificers/Gadgteers) I think making real interesting variations of "Rangers" is probably challenging.

Ranger already comes off as a specialized Fighter... but if you veer in certain directions with it you'll start stepping on the toes of Barbarians and Druids in the "I'm a guy who likes wild places too."

The only obvious things that come to mind when doing specializations for them is really honing in on one type of enemy like "I'm an Undead Hunter" or "I'm a Giant Hunter" but if your Ranger can't do that out of the box, then what's the point of even having a favored enemy to begin with?

Yeah definitely. The lightly equipped scout/raider/commando/skirmisher/huntsman is not only a valid archetype, but an immensely popular one across mediums. D&D has a problem with the things that archetype should be able to do being scattered across Fighter, Ranger, Barbarian and Rogue.

The hardest part about designing a ranger is that there are a lot of different views on what it ought to be.  Rangers have varied quite a lot over the various editions, so referring to rpg history isn't as helpful as it ought to be. 

Referring to the skill list for my game, here's what I would pick as core for a "ranger":
  Bow
  Spear
  Navigation
  Stealth
  Track
  Survival (find food, water, shelter, heat, etc)

Others will certainly have a different view
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Man at Arms on December 03, 2024, 05:33:12 AM
Favored enemy, should be level appropriate.  No level 10 enemies, for a level 3 character.  That's a Wipeout, waiting to happen.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: tenbones on December 03, 2024, 10:29:59 AM
Quote from: Darrin Kelley on November 26, 2024, 06:39:59 PMMentalists, telepaths. They have always been a very difficult thing to handle in superhero games and elsewhere. They present untold problems for a GM.

Small digression into the Telepath archetype and how I handle it...

I love telepaths in my games (supers or otherwise). There is an inversion impulse for GM's to feel that secrets aren't meant to be known. The whole point of being a telepath, adjusted for genre, is to *be* the guy that knows. I love indulging players in that power - because they begin to realize that some of that stuff is *heavy* and can't be dealt with on their own. "Oh shit... the Duke is actually a fucking demon-worshipper cult-leader... and oh shit... I think he knows I know because HE'S A TELAPATH TOO..."

A big part of this is that I don't let telepaths be these lone outliers with those abilities. They exist in a continuum of other telepaths - and maybe it's just an environment they can access that has its own set of rules. For instance, being a telepath in the Marvel universe means you're rubbing up shoulders against some real heavyweights: Professor X, Emma Frost, Jean Grey (when she's not batshit crazy), Cassandra Nova etc. not counting the all the b-tier telepaths out there, and they share the Astral Plane as a medium of congress with one another. Then consider the *monsters* that dwell there: Shadow King, all the fucking Demons and occult monsters sensitive to psychic phenomenon. Which of course crosses paths potentially with magical folks.

The issue of reading minds is powerful and it should be. But also consider most people don't *think* in terms of how we write words down. They think in chunks of impulses. We want to pretend that its well ordered, but most people don't think like that. It's like opening a box of cats and car-horns of thoughts and ideas. Intelligent people with high willpower might have more cohesive thoughts "well ordered minds", and I try to reflect that.

What it comes down to is I make it so that telepaths are their own secret society of people that can lift a veil into a realm that everyone touches but are ignorant of. But the deeper they dive into it, the more scary it is and it becomes almost a burden to know that they are small-fish in a very large very deep sea. Reading minds? pfft, that's the easy stuff. Dealing with being one of those "special people" in context of the setting - that's much scarier.

I generally feel this way about most "archetypes". Archetypes only exist contextual to their setting. There is no Gadgeteer archetype in my Caveman Magical Pleistocene setting for instance. So if it exists, the setting supports it fully... otherwise it wouldn't exist. Most of the considerations are cosmetic issues that you need to give mechanical support to in order for a player to have fun. But that's a system choice. It's also one of the reasons I use my current system of choice (blah blah blah you know what I'm gonna say, heh.)

To your point - I've seen may GM's say the same thing about Telepathy. In fact I had a GM crater our Rifts campaign literally in the first scene, because I was playing a Telepath that mind-read his superior officer (I was playing a Coalition Psi-Stalker) and it turned out they were a demon in disguise and his "big baddie". To him, I effectively ruined the whole game. Yes he was a novice GM, but he got really pissed and insisted I was "mind-raping" everyone.

Which is funny, because I literally only tried it with one NPC, and it happened to be the Big Baddy in disguise. But I've seen other GM's say similar things about telepath players.

It's funny to me because most well known telepaths in fiction do actually surface read people unless they have moral prohibitions against it (understandably). But from a GM perspective, in this case above... what could I even DO about it? To me that's where the real game is.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: tenbones on December 03, 2024, 10:34:03 AM
Quote from: Thor's Nads on December 02, 2024, 03:05:59 PM
Quote from: BoxCrayonTales on December 02, 2024, 01:57:15 PMUltimately, all classes can be boiled down into anal retentive variations of fighter, thief, mage and priest.

You could argue, and I do, that there are only two classes: fighting-men and magic-users. Everything else is just variants of these.

I would broadly agree with you. Skill-monkeys can easily be replaced by spellcasters. You're either stabbing/shooting stuff or you're waving miraculous hocus-pocus at problems.

The rubber hits the road with the setting and system backing up the gameplay.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: radio_thief on December 03, 2024, 11:27:00 AM
Interesting thread, i have lately been thinking of this as well. I really believe that Druids are hard to create for. There are almost no resources about them that i can find.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Chris24601 on December 03, 2024, 12:38:15 PM
Quote from: radio_thief on December 03, 2024, 11:27:00 AMInteresting thread, i have lately been thinking of this as well. I really believe that Druids are hard to create for. There are almost no resources about them that i can find.
That's largely because they were really just the Celtic priestly class and a lot of their aspects were spun off into our traditions of wizards (ex. Merlin).

Realistically, they should have just been a culture specific version of the cleric and/or wizard; maybe with some setting specific alternate rules (ex. Druidism was an oral tradition; one of the main reasons we only have second-hand written accounts; so spellbook-based spell prep doesn't make sense for them if you were presenting them as wizards).

Relatedly, the actual bards (vs. troubadours) were associated with the same culture as individuals who memorized and repeated the oral traditions.

Really, there's a whole chunk of the WotC-era traditional classes that should really just be culture-specific fighters (barbarian), rogues (ranger), clerics (druid), and wizards (bard) tailored for a less civilized and centralized setting.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: Steven Mitchell on December 03, 2024, 04:22:34 PM
What several of you are discussing about context and setting also applies within the class to class design.

For example, however difficult rangers and/or druids are to design within a given set of rules and settings, each one is harder to design when the other is present.  It's only marginally harder, because they don't completely overlap in the D&D mindset, but there is still some overlap.  I've felt for years that in D&D 3E for example, the ranger would have been better served as a fighter/druid hybrid (with a slightly more focused druid).  Perhaps with the "ranger" name then repurposed for something between the fighter and rogue, with no magic.

You get the same effect sometimes with D&D paladin and cleric, though the paladin special abilities and lack of weapon restrictions makes it seem less than it is.  It becomes really apparent when designing in a different system, which is why sometimes you see the equivalent of a robe-wearing priest paired with a paladin, which makes it easier.

But yeah, it's all pointless unless the mechanics of the system support the distinctions the classes are built around.  That cuts on both extremes, too.  If the mechanics are all but missing, then the class distinctions don't mean much.  But if the mechanics are nigh universal, it's also an issue.  That's the whole problem with fighters in 3E--too many other ways for everyone else to excel at fighting, with the fighter defined as only that.  To make that work, either drop some of the other classes, or redesign the fighter to have a broader niche. 

Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: tenbones on December 04, 2024, 10:28:51 AM
The "problem" with Fighters in 3e are that, setting aside, the mechanics for being a Fighter are painful when spellcasters are breaking the system left and right.

The goal of 3e was to give non-casters options in terms of their development and progression. The problem is that non-casters are taxed and nickel-and-dimed in order to do a single mode of play "decently". It doesn't feel good to make piddly progression that demands itemization to make up the difference.

What should have happened is that Feats should be much beefier. There should be means to acquire Feats outside of level-progression (which is mentioned in the 3e DMG but everyone pretends it's not there) and the GM should set the tone of what he wants from his Fighters (and non-casters in general) customized to the setting.

Fighters in 3e are half-trick ponies. Still my favorite class.
Title: Re: What would you say is the hardest class or archetype to make things for?
Post by: kosmos1214 on December 04, 2024, 08:06:21 PM
Quote from: ForgottenF on December 02, 2024, 06:50:19 PM
Quote from: Orphan81 on December 02, 2024, 12:57:19 PMGoing from a strictly Dungeons and Dragons and the typical classes (Which means No Artificers/Gadgteers) I think making real interesting variations of "Rangers" is probably challenging.

Ranger already comes off as a specialized Fighter... but if you veer in certain directions with it you'll start stepping on the toes of Barbarians and Druids in the "I'm a guy who likes wild places too."

The only obvious things that come to mind when doing specializations for them is really honing in on one type of enemy like "I'm an Undead Hunter" or "I'm a Giant Hunter" but if your Ranger can't do that out of the box, then what's the point of even having a favored enemy to begin with?

Yeah definitely. The lightly equipped scout/raider/commando/skirmisher/huntsman is not only a valid archetype, but an immensely popular one across mediums. D&D has a problem with the things that archetype should be able to do being scattered across Fighter, Ranger, Barbarian and Rogue.
Well I can speak to a small extent on the scout aspect of D&D at least in 3.x. Basicly in 3.x there tends to be a lack of movement abilitys in general.  One of the few non spell abilitys I can think of is spring attack. The second thought is the bonus damage that the "scout" class gets for moveing every turn it attacks (if memory serves the condition is met by taking a five foot step).
To be honest the lack of a default hunter is a bit odd. Any way one of the things D&D seems to miss is that for players to strike and evade threw movement you need to have that option either in the rules at baseline or for there to be ability that enable it. The part I find baffling is that there's so little to enable that in any way. One of the few things that I can think of in 3.x specifically is spring attack and shot on the run. Both are gate kept behind at 2 and 3 other feats and +4 bab. They clearly knew that being able to move attack move was a powerful ability but locked it behind a fairly steep tax. A similar problem is in the lack of ability's that increase your move speed. If every thing have the same or near the same list movement you can never out run an opponent. Melee attacks need to be able to gap close but you also need to be able avoid being pined in to melee by default. DnD kind has had this problem where they don't want to give movement boosts even short term ones but movement at least in battle map games is one of the most powerful basic ability's.

Quote from: Chris24601 on December 03, 2024, 12:38:15 PM
Quote from: radio_thief on December 03, 2024, 11:27:00 AMInteresting thread, i have lately been thinking of this as well. I really believe that Druids are hard to create for. There are almost no resources about them that i can find.
That's largely because they were really just the Celtic priestly class and a lot of their aspects were spun off into our traditions of wizards (ex. Merlin).

Realistically, they should have just been a culture specific version of the cleric and/or wizard; maybe with some setting specific alternate rules (ex. Druidism was an oral tradition; one of the main reasons we only have second-hand written accounts; so spellbook-based spell prep doesn't make sense for them if you were presenting them as wizards).

Relatedly, the actual bards (vs. troubadours) were associated with the same culture as individuals who memorized and repeated the oral traditions.

Really, there's a whole chunk of the WotC-era traditional classes that should really just be culture-specific fighters (barbarian), rogues (ranger), clerics (druid), and wizards (bard) tailored for a less civilized and centralized setting.
Well in the  Druids case the first question you kind of end up asking is "what games  Druid?"  And from there you kind of have a direction to go in. the reason being that  Druids are surprisingly inconsistent class in what they can do in a given system. So I'm thinking of  3 different druids when I type this with 3 different origins  DnD's Druid WoWs druid and log horizons Druid.(not this is one table top rpg one video game rpg and one literary rpg)
Now the most basic example right off the top is how is the concept of the druid changing there shape is handled.
In standard DnD its generally limited to normal animals and tends to be an anti spell casting choice.
In WoW its in but includes ability's like the moonkin form that expressly makes spells stronger .
In log horizon it doesn't exist they are expressly part of the priest classes and can not shape change at all but does get spirit pet summons.
And you are right a big reason for this is that it was an oral tradition so there are holes in the record all of this is based on.
Though I will partially disagree with you in that all of these classes are just regional variation on stock classes.
The prime example in my mind is the number of traveling musician that I have met and listened to in my life. Some of them even still tell stories and sing songs that are based in things that really happened.
In meany ways the traveling musician or singer is kind of universal its just that wotc era dnd had a given version of that idea.
The barbarian is defiantly more setting flavored but that seems to have been that they where unwilling to make the barbarian in to a straight berzerker (A change that meany other propertys make use of).