Zero Buzz on 5E...Is It Dead Out The Gate?

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Post by Username17 »

Laertes wrote:I absolutely agree that Exalted is, in its current published form, not well designed. I absolutely disagree - to the point of feeling that a lot of Frank's reputation for being a guy who understands system is evidently undeserved - that fixing this by saying "here you go, Solars, you start like Dragon Blooded but have some extra points" is a solution.
Take your straw man and shove it up your ass. My suggestion was not that Solars and Dragonblood should necessarily get the same powers. My suggestion was that when a Solar spent 7 points on a power that it should be at least roughly the same power as when a Dragonblood character spent 7 points on a power. And that if you wanted Solars to be better, that the correct choice was to give them more points, rather than to charge them the same amount for things that are explicitly worth different amounts.

And the reason why everyone is jumping on your ass for saying otherwise is that the position I staked out is obviously true. Even if you wanted to make sure that you would never have a Dragonblood character and a Solar character in the hands of different players at the same table, you're still expected as a Solar to fight a bunch of Dragonblood opponents. So being able to gauge how many points a Dragonblood character would need to be the equal of a Solar character would be useful to the Storyteller, if no one else.

Now obviously putting Dragonblood and Solars on the same fucking point scale would be useful in a whole host of other ways if you wanted to do all kinds of stuff like mixed splat parties or sidekicking or whatever. But I didn't even fucking mention those things because it wasn't an argument I felt like having at the moment. The point was and is that the argument for a universal point scale did not and does not depend on that.

But since you've been such a raging asshole about this, I will leave you with one thought: arguing that such and such a change would fundamentally change the precepts of Exalted is not an argument for not making that change. At least, not an argument that morally righteous people should take seriously. Because let's get this out in the open: Exalted is bad and being a fan of it is problematic. Morally problematic. Because Exalted has considerably more Rape Apologia than is socially acceptable in the modern world. It has more Rape Apologia than was acceptable when it was first published. And the zeitgeist of history has not become any more accepting of paeans to sexual assault over the last decade and a half.

Exalted fluff is objectively terrible. Like, to the point where people finding out that you are in possession of Exalted books is grounds in polite company for you to be ostracized. It does have to change. It has to change in literally every single way. The fluff is bad in the way that Space Gypsies and Pygmies were bad in 2nd edition AD&D. If a new edition cannot be made that quietly excises the objectionable material while radically rethinking everything about it, the entire brand should be allowed to quietly die. And if people disagree with that statement, they are morally in the wrong.

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Post by Cyberzombie »

FrankTrollman wrote: Exalted fluff is objectively terrible.
If the fluff is bad and the mechanics are bad, then why bother trying to save the game at all?
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Post by Lago PARANOIA »

I don't know. Why does the Smash Bros. community keep trying to convert the game into a Street Fighter clone? Why do people try to mind caulk the Star Wars prequel trilogy? Why does Apocalypse World have any fans at all?

People don't even need to cling to anything good out of the product. They can cling to a meme that emerged from the product and defend it to the bitter end. See: 4E D&D.

For Exalted, the only memes I'd care to preserve as-is from the product are some of the Sidereal Martial Arts -- they'd make great Paragon Paths/Epic Destinities -- and the idea of Lunars and Dragonblooded as villains after I scrubbed a lot of the grosser shit out of both properties. Barbarian villains are a thing, noble savages are a thing, but noble savage villains aren't. And of course if you want a decadent class of superpowered assholes who style themselves after gods you could do it with a lot less panache than the Dragonblooded.
Last edited by Lago PARANOIA on Sat Jun 21, 2014 5:48 pm, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Kaelik »

Cyberzombie wrote:
FrankTrollman wrote: Exalted fluff is objectively terrible.
If the fluff is bad and the mechanics are bad, then why bother trying to save the game at all?
Well since he didn't say it was, and specifically said that it should be allowed to die... Not sure what the point of your question is.
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Post by OgreBattle »

Exalted strikes me as a game that would be better off with character levels, because there are set castes and tiers of power. They are literally formed by the gods to turn out a certain way.

D&D on the other hand with the desire since 3e to make multiclassing work and their inspiration coming from Conan who picked up a lot of things along the way and Elmninster dabbling in everything, seems more suitable for an open ended point buy system.
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Post by Lago PARANOIA »

Or rather, because the goals of D&D are comically incompatible with the strengths of a point-buy system, D&D should either lock all of the classes on rails and publish dozens or even hundreds of them or they should have a closed multiclassing system and carefully playtest the permutations. Which one you should go with depends mainly on how much space you have to devote to your class system.

Point-buy systems only work for games that don't have a lot of power scaling (like Shadowrun) or don't care too much about power differentiation (like Champions or FATE). D&D has a lot of power scaling and the game effects wildly differ from each other, so I'm openly contemptuous of a 3E D&D-like or even a 4E D&D-like game that claims that they can implement point-buy in a satisfactory way. 3E D&D couldn't even handle open multiclassing, and open multiclassing is the compromise point between point buy and on-rails.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Maxus »

Take a look at Koumei's Dungeon Crusade. You have human-level power at 1-6, and then superhuman power levels at 7-~15, and then have the final tier.

But most things aren't going from levels 1-15. A Space Marine or a Battle Sister starts at level 7, with six levels of racial HD behind them.

You could do worse than co-op that into a game with such stark tiers.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by Foxwarrior »

Lago: All of those systems use point buy like D&D uses levels. M&M gives PL 10 characters ~150 points and PL 1 characters ~15 points! Obviously, if you want to achieve point buy in a system with a wide level range, you have to use point costs that scale linearly with the value of the thing being purchased, rather than logarithmically as in D&D or M&M.
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Post by Avoraciopoctules »

Cyberzombie wrote:
FrankTrollman wrote: Exalted fluff is objectively terrible.
If the fluff is bad and the mechanics are bad, then why bother trying to save the game at all?
Money. If you are in a position to get people to listen to you when you say that you are making their favorite game better, then maybe they'll donate to your kickstarter.
Last edited by Avoraciopoctules on Sat Jun 21, 2014 11:45 pm, edited 1 time in total.
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Post by Lago PARANOIA »

Foxwarrior wrote:Lago: All of those systems use point buy like D&D uses levels. M&M gives PL 10 characters ~150 points and PL 1 characters ~15 points! Obviously, if you want to achieve point buy in a system with a wide level range, you have to use point costs that scale linearly with the value of the thing being purchased, rather than logarithmically as in D&D or M&M.
1.) M&M still fails in the way PB systems are most known for failing; overly divergent numbers.

2.) Even if you solved problem #1, by doing things like enforcing a minimum spending on certain attributes, you're still running up against the problem of combinations. D&D has very specific abilities in it, like Barbarian Rage and Sneak Attack and Cloudkill and Turn Undead. And if you let people cherry pick abilities there's a very good chance that certain character configurations will be too powerful or, worse and more likely, too weak. The only way to prevent turkey combinations is to test out the various combinations. But because of the loldatshuge property of combinations, the only practical way to do this is to restrict your testing set. You can either lock all of the classes on rail and limit your class testing to the low dozens or publish like 12-15 classes with FFXI multiclassing with like 132-210 combinations to test. If you're doing point buy stuff where you select off of a list of 40 different abilities and end up with four distinct abilities, that's like 4 million combinations you have to test. So either your abilities are small and bullshit like Toughness and Mobility or your game collapses when someone discovers a combination like Elusive Target + Improved Trip + Karmic Strike that obsoletes 95% of builds. And D&D shit gets waaaaay crazier than this basic glaivemaster build.

The secret of games like MnM is that the number of distinct effects, especially after the 3rd revision, is actually pretty low. They put in a good amount of obfuscation into the system, but the fact that the Captain Hobos have to be individually vetoed is ample evidence of the lack of diversity of effects. Read the power list and extras list for that game some time, why don't you. The palette of game effects for MnM is actually lower than that of a 4E D&D character. Considering that 4E D&D characters were slammed for being too samey, this is a direction you want to think long and hard about before going in.
Last edited by Lago PARANOIA on Sun Jun 22, 2014 12:42 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Sakuya Izayoi »

Everyone I talk to that likes Exalted, tends to like the one specific thing within the setting that appeals to them. Like, X is cool, so you could just make a campaign centered around X, and completely forget that Rape Ghosts exists.
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Post by Dogbert »

FrankTrollman wrote:If you make the things you buy with points be "intentionally unbalanced," then you will "succeed" at your design goal. But your design goal was apparently to make a horrible game that would be better to be replaced with Cops and fucking Robbers, so fuck you.
I didn't mean I stood behind that moronic "methodology," that blatantly spits in the face of all things good game design. My comment was based taking Exalted "as is." After all, the way I see it, Exalted is written in tiers on a concept level, so asking that DB be equal to Solars is asking for a fix on what's fundamentally broken.

If you put before me Star Wars d20 and ask me what's the game about, I'll tell you "it's a game about playing a Jedi, but the fuckups who wrote it forgot to specify the rest were NPC classes." Same with Exalted, if the game was supposed to be about Solars, then why did they even release the lower strata as playable splats?

And then... looking in hindsight, it was wrong on my part to use Exalted as an example of conceptual fixes to balance problems after all, so I take that back, except now I lack an example other than perhaps M&M (while players can still mess their builds up, at least everyone starts with the same resources and nothing prevents them from rolling equally capable characters).
Last edited by Dogbert on Sun Jun 22, 2014 9:57 am, edited 3 times in total.
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Post by shadzar »

James Wyatt
June 18 at 8:18pm ·

A big change happened this week! After 14-1/2 years at Wizards of the Coast, I have moved from the Dungeons & Dragons team to work on Magic: The Gathering as part of the creative/story team.

I'm tremendously excited about the opportunity for me to put my creative energy in new directions, even as I continue working to get the D&D Dungeon Master's Guide finished up.

World-building, fiction writing, collaborative creative brainstorming—these are the things I love to do, and I'll be doing a lot of all three in the years ahead! I think you'll start to see the fruits of those labors as soon as this summer—I'll keep you posted.
. http://www.youtube.com/watch?v=3GwjfUFyY6M .

:jump:
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good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Tumbling Down »

James Wyatt wrote:I have moved from the Dungeons & Dragons team to work on Magic: The Gathering as part of the creative/story team. [...] I think you'll start to see the fruits of those labors as soon as this summer—I'll keep you posted.
It's over, Magic is finished.
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Post by Cyberzombie »

Tumbling Down wrote:
James Wyatt wrote:I have moved from the Dungeons & Dragons team to work on Magic: The Gathering as part of the creative/story team. [...] I think you'll start to see the fruits of those labors as soon as this summer—I'll keep you posted.
It's over, Magic is finished.
Nah, he's not doing mechanics, just story.
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Post by GâtFromKI »

Working on MTG storyline... Isn't it like "hey guy, we can't fire you for some reason, but, huh... Go here and don't do anything harmful for the company" ?
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Post by Username17 »

GâtFromKI wrote:Working on MTG storyline... Isn't it like "hey guy, we can't fire you for some reason, but, huh... Go here and don't do anything harmful for the company" ?
Personally, I don't give a rat's ass about MtG's storyline. There are some people who really care, and I can imagine a shitty storyline hurting the product. But MtG has suffered through worse storylines than anything Wyatt is liable to come up with. Fucking airship Weatherlight. Fuck.

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Post by Lago PARANOIA »

Let's face it, even if Hastur flexed his tentacles and destroyed our universe, James Wyatt would still have a job somehow.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Tumbling Down »

Cyberzombie wrote:Nah, he's not doing mechanics, just story.
You're forgetting, this is Minister James "Book of Exalted Deeds" Wyatt we're talking about here; putting him on fluff might be better than putting him on crunch, but it's still a disaster waiting to happen.
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Post by Voss »

Tumbling Down wrote:
Cyberzombie wrote:Nah, he's not doing mechanics, just story.
You're forgetting, this is Minister James "Book of Exalted Deeds" Wyatt we're talking about here; putting him on fluff might be better than putting him on crunch, but it's still a disaster waiting to happen.
Not for him. He's just been told he gets immunity from the executions firings that will follow in the wake of the 5e release, and at least a 3 year reprieve from the 'who's a scapegoat?' race.

He gets a promotion to the real product that Hasbro actually pays good money for, and isn't going to be treated as a leprous outcast any longer.
Last edited by Voss on Sun Jun 22, 2014 9:49 pm, edited 2 times in total.
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Post by Whipstitch »

Sakuya Izayoi wrote:Everyone I talk to that likes Exalted, tends to like the one specific thing within the setting that appeals to them. Like, X is cool, so you could just make a campaign centered around X, and completely forget that Rape Ghosts exists.
Exalted is definitely one of those games that benefits from the customization inherent in the roleplaying hobby. The game was often billed as offering a kung fu demigod power fantasy and lots of people ran games that appeared to happily trample all over canon and RAW in pursuit of that goal, resulting in a session of Exalted In Name Only. Which, you know, is only rational, because rape ghosts.
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Post by shadzar »

Lago PARANOIA wrote:Let's face it, even if Hastur flexed his tentacles and destroyed our universe, James Wyatt would still have a job somehow.
doing the same thing he has been doing for the past 14 1/2 years, sucking someone's tentacle to keep his job.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Ravengm »

Cyberzombie wrote:
Tumbling Down wrote:
James Wyatt wrote:I have moved from the Dungeons & Dragons team to work on Magic: The Gathering as part of the creative/story team. [...] I think you'll start to see the fruits of those labors as soon as this summer—I'll keep you posted.
It's over, Magic is finished.
Nah, he's not doing mechanics, just story.
To be fair, they frequently pull over people from the creative team to help work on design, because Mark Rosewater has a raging erection for top-down design (which is fine, but not in such excess).

The good news is that they don't pull people over with impunity, so he has to actually prove he's worth it.
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Post by ishy »

Ravengm wrote:because Mark Rosewater has a raging erection for top-down design (which is fine, but not in such excess).
That sounds interesting. Could you elaborate how(/why) he is taking it too far?
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Post by Mistborn »

ishy wrote:That sounds interesting. Could you elaborate how(/why) he is taking it too far?
well when they do design from the top down we tend to get fairly lame sets with unplayable cards, see also Homelands, Kamigawa Block, and the recent Theros Block.
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