[Soul's Calling] Capitulation to Class

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Omnifray:- fantasy roleplay in the mysterious Enshrouded Lands, "a thousand worlds in one", where magic bubbles away beneath the surface, beyond the ken of the common folk, with a unique, detailed, highly flexible rules system

Re: [Soul's Calling] Capitulation to Class

Postby Omnifray » 4:21pm on 31 Jan 13

catty_big wrote:Ah ok, I’d probably call that complementary, but yeah, balance works too. In other words they’re balanced across the player party as a whole, rather than in terms of their individual stats.


I don't think that what you just said is getting at the same thing that I meant, though I'm not sure.

I'm not concerned at this stage with the overall abilities of the party or whether the PCs complement each other. I think it can be assumed as a given that the GM will allow the PCs to find their level within the game - to seek out challenges that they as a party can tackle and where each PC can make a contribution.

What I'm saying is that if you have two characters, and each of them has four stats (say, Strength, Agility, Understanding and Health), then even though each has different scores for each of those stats than the other, you can conduct a global comparison of the two characters' overall level of power. How you translate a combination of stats into a single overall value (or perhaps two or three overall values) is a grey area and totally depends on the kind of game you're likely to run and the mathematical complexity you can tolerate. There will be knowns and unknowns, so you won't be able to pin it down exactly. Strength and Understanding, for instance, are not exactly commensurate with each other - you can't say that Strength 10 is worth Understanding 10, or that it's not. But you can say that on the whole Strength 10 will tend to have a similar value to Understanding 10.

What I'm saying is that essentially each stat becomes a variable in an equation which then leads to a single variable, X, which is the "points value" of the character. Or in my system, it leads to two variables, X and Y, which are not commensurate with each other, so the characters have to start with equal values of X AND equal values of Y if you want a properly balanced game. In my systems, X is intrinsic power, and Y is extrinsic power.

Of course, this analysis is not player-facing. You should never have to engage in solving the equation as a player or GM. It's my problem as the game-designer to deal with that.

catty_big wrote:I don’t know, I think the White Wolf Storyteller games make a pretty decent fist of it, but at the expense (to me at any rate- see char gen thread) of stat blindness and skill use paralysis. I guess you win in one area and lose in another.


What is "stat blindness"?

What is "skill use paralysis"?

IMHO MET-LARP nWOD V:tR, which is the only nWOD game I have significant experience of, makes two fundamental mistakes:-

1. Although the cost of higher stats is weighted, it is not nearly sufficiently weighted - the weighting needs to be a lot more dramatic. Proof of the pudding is in the eating:- as every nWOD character I've played, if I've ever wanted to look at a character advancement or character generation choice from the point of view of power-play, there's been a fairly limited selection of obviously good routes to take. This means the points system isn't robust enough, for me at any rate, IMHO, YMMV.

2. It's too complicated at the player-facing end.
Looking for playtesters for the Implodarc Tabletop RPG. If you'd like to playtest it and post public feedback or an AP thread, ask me for the private link to download it, or I can e-mail it to you. At least compared to my usual stuff, it's meant to be simple and quick to play with quick CharGen.
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Re: [Soul's Calling] Capitulation to Class

Postby dr_mitch » 12:44pm on 01 Feb 13

Omnifray wrote:Me too but:-
1. the advanced edition of the game will not have these templates at all
2. the templates are just a springboard for the character, and don't entail set patterns of stat progression / advancement
3. you can gen up a basic character and then play them in the advanced game, no problem
4. I'm doing it to reduce the page count of CharGen in the basic book by a factor of ~5


That does deal with my reservations completely on that particular issue!
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Re: [Soul's Calling] Capitulation to Class

Postby Omnifray » 6:46pm on 21 Apr 14

For anyone following this, I have now added the "Commander" template for characters who are suited to leading warriors in battle. This will be for adventurers who combine persuasiveness with melee abilities. I've added it because I think people might find it more attractive than the Merchant-Adventurer and Peddler options, it provides an alternative (and only a mildly less fearsome one) to the frequently more brutish Warrior template for melee-combatants and it fits in nicely alphabetically before "Cultist" so I can fit it in without making a mess of the layout, just by removing one picture slot, and at the same time have the first template be a simple, mundane one rather than a relatively more complex, magical one.

Edited:- I have also added the Stalwart, whose strengths lie in passive, reactive and defensive abilities - alertness, empathy, courage, willpower, resistance to magical and mystical attacks. They can be reasonable melee combatants or somewhat specialised in stealth, persuasion or ranged combat too.

The full list is now:-

• Commander (suited to leading warriors in battle)
• Cultist (secretive and gifted with powerful magic)
• Halpfae (human-seeming, with fae ancestry and magic)
• Marksman / Markswoman (typically a crossbowman)
• Merchant-Adventurer (educated, charming and wealthy)
• Peddler (relies on charm and wits)
• Scout (skilled at observing enemies unseen)
• Stalwart (often another PC's henchman)
• Warrior (excels in hand-to-hand combat)
Looking for playtesters for the Implodarc Tabletop RPG. If you'd like to playtest it and post public feedback or an AP thread, ask me for the private link to download it, or I can e-mail it to you. At least compared to my usual stuff, it's meant to be simple and quick to play with quick CharGen.
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Re: [Soul's Calling] Capitulation to Class

Postby Omnifray » 3:10pm on 29 Apr 14

Distribution of 36 pregens based on a poll conducted elsewhere:-

6 Halpfae, based on 40 votes
5 Merchant-Adventurers, based on 28 votes
5 Cultists, based on 24 votes (including mine)
4 Scouts, based on 20 votes
4 Commanders, based on 14 votes
4 Warriors, based on 14 votes
3 Peddlers, based on 10 votes
3 Marksmen / Markswomen, based on 9 votes
2 Stalwarts, based on 3 votes

I think the Cultists will be 3 male and 2 female (because the game needs magic for healing and resurrection, and a majority of attendees are probably male), the Merchant-Adventurers 2 male and 3 female, the Marksmen 1 male and 2 female and the Peddlers 2 male and 1 female.
Looking for playtesters for the Implodarc Tabletop RPG. If you'd like to playtest it and post public feedback or an AP thread, ask me for the private link to download it, or I can e-mail it to you. At least compared to my usual stuff, it's meant to be simple and quick to play with quick CharGen.
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