Kits, Professions, and Sub-Classes

General questions, debates, and rants about RPGs

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hogarth
Prince
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Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

Lago PARANOIA wrote:I'm not particularly attached to my 'give small bonuses for not altering the premade packages/CharGen sheets' idea, by the way. So, suggestion withdrawn.
In some versions of Champions/HERO, you could get a "package deal" -- a slight discount if you took a certain combination of related skills/traits/whatever. E.g. a Detective package deal might give you 10 points' worth of the skills Shadowing, Persuasion and Investigation for 9 points. That's somewhat related to what you're suggesting.
Mask_De_H
Duke
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Post by Mask_De_H »

Ice9 wrote:One other thing is choices made during level-up - many people want them. Preferably more than one. But when you combine this with making a 10th level character, suddenly you have to make a huge number of choices at once.

I'm not sure there's a perfect solution to this, but one idea would be that many of your new powers / new choices would be upgrades. So for example, instead of getting three new powers you get one new power and upgrade two of your existing powers.

Benefits:
* You get new toys every level, and choices.
* Your total number of powers remains manageable.
* When making a higher level character, you don't have to make a huge number of choices, just get multiply-upgraded powers to start.

Downsides:
* You have to write a bunch of upgrades for powers, and try to balance that.
Depending on how the upgrades work, you'd still have to go back and trace your steps from the lower level powers unless you hotswap like 4e makes you, in which case you're picking new powers to supersede the old ones. Instead, a given kit could have the power progression baked in, so you know exactly what you have at level X. At higher levels, you could have new kits completely supersede old kits or add on to the old kits. So you just balance the powers in each kit at each breakpoint against each other.

A player chosen feat-like thing and a kit chosen ability for each kit (or at least the class/job kit) every level is probably good enough.
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shadzar
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Joined: Fri Jun 26, 2009 6:08 pm

Post by shadzar »

Ice9 wrote:One other thing is choices made during level-up - many people want them. Preferably more than one.


Benefits:
* You get new toys every level, and choices.
* Your total number of powers remains manageable.
* When making a higher level character, you don't have to make a huge number of choices, just get multiply-upgraded powers to start.
so people want PnP TTRPG games to be JRPGs?

doesnt that go from being an adventure game, to a level grind?

is the goal of the game just to grind through all the levels as quick as possible?

i cant tell you how many Marlboro i fought just to continue the story in Final Fantasy because i had to reach Level X...but it got old FAST. it is used as a way to make the game have more "hours of play" since the story is so short.

why does a human-driven TTRPG need a level grind system at all? really it doesnt need levels, but having them there still they offer something. but what should they really offer? should the rewards at each level be so good you want to rush to get tot hat level?

does the game have nothing else to offer at the level you are now, and only the next level has any value?
Play the game, not the rules.
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good read (Note to self Maxus sucks a barrel of cocks.)
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