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Post by Foxwarrior »

DrPraetor wrote:Tier 2, in which you have flunkies. This means you can run a farm, or an inn, or a brewery, or a thieves' guild, or a band of merry men/mercenary company.
The typical innkeeper is a god amongst men, rightly feared by mortals for their incredible personal power.
DrPraetor wrote:Likewise, when your province defense fights off orcish raiders along an entire front, you shouldn't have to set up 26 different miniatures skirmish battles but each zoomed out battle needs to give results which are roughly similar to what you would've gotten if you did run each battle in detail.
Something I like about Stellaris is that they came up with some mechanics that made it so this didn't need to be true. Instead of saying that the results of all 26 battles should match up to what would happen if you played them out (what, do you calibrate for the tactical skill of the players by having them do a few skirmish battles to determine how well they would command their forces if they were actually playing?), you have delegation be an actual meaningful resource that you need to use. You don't run all 26 battles because your characters don't have time to bounce around leading each battle, and if you personally lead four of the battles to flawless victory when the auto-battler would give you 50% losses, that's still a waste of your valuable in-character time compared to doing a commando raid for a fancy artifact.
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Post by DrPraetor »

Foxwarrior raises a legitimate point, but let's unpack it.

Presumably there are hereditary princes who govern hexes. It seriously strains credibility if every six year old with a regent is an 11th level Fighter 5/Shadow Blade 5/Warmaster 1. The player characters may even be such princelings at first level; but, until you get to tier 3, you don't play non-racist ACKS. At the murder-hobo stage, you are instead sneaking out of the palace in disguise in order to go fight goblins in a cave somewhere.

So the point is not that being a princeling is inherently powerful, it's that you don't play the game of hexes until you hit level 11.

Likewise, obviously, not every innkeeper is going to be at-least a Thief 5/Namedancer 1. And, any Rogue 1 can write "Character concept: pigtailed barmaid" on her character sheet if she wants, duh. But the point is, you don't play harvest moon until you get to level 6.

Frank may be dancing around the labor theory of value, but I think the point is - the Master Somelier is going to spend his 1 gold/day on other people's labor power, which in a pre-modern society is the cost to feed and house each laborer. So Koku set the population limit which is, in turn, how much labor power there is for the Master Somelier and the Blacksmith to buy. The whole "Koku = population growth" thing that Civilization does breaks down completely in the modern era, but it holds pretty well when agriculture is as lousy as it was for most of post-Roman European history.

Now if you want to set your game in pseudo-China or pseudo-India (or pseudo-Maya, for that matter), where the agricultural surplus is generally greater, that breaks down a bit, but then, there's a reason that:
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Post by Foxwarrior »

DrPraetor wrote:Likewise, obviously, not every innkeeper is going to be at-least a Thief 5/Namedancer 1. And, any Rogue 1 can write "Character concept: pigtailed barmaid" on her character sheet if she wants, duh. But the point is, you don't play harvest moon until you get to level 6.
Somehow this answer seems significantly worse to me than "yes, every innkeeper is going to be a 6+ level character". That would at least be internally consistent. Being allowed to write "Character concept: lord of all creation" on a first level character's sheet isn't even a good thing to support. And obviously it's the regent who's in command, and thus is the 11th level Con Man 5/Beguiler 5/Evil Vizier 1; the princeling isn't level 11 yet, that's why they have a regent doing the domains minigame.
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Post by DrPraetor »

You might view this as a bit of a kludge, but it's needed to maintain the ensemble cooperative aspects of a tabletop RPG.

It's a hero's journey, which means "secretly, is the avatar of Lord Ao" is a perfectly acceptable flavor of chosen one, and a fine character concept for a first level White Mage. The absence of Lord Ao from his celestial throne may even be noticed in Heaven - but this doesn't involve taking Dominion turns until you hit level 16 because the other characters aren't playing that game yet.

If 1st level characters owns an inn or a farm, or spends time in the great council of state, this is happening in cut scenes without taking management turns or development/army turns because the other characters aren't playing that game yet. It's just pomp and window-dressing at this point. Once you hit 6th level, the fact that you're running an inn matters because you're providing information gathering and logistics bonuses to the bands of tiny men that the other characters are presumably leading. This has to be balanced so a four person party can own an Inn, a farm, a gang of thieves (which means 10 low-level rogues show up with skirmishing weapons) and a mercenary company (which means 25 low-level warriors show up with chainmail, spears and longbows), and all participate on an equal footing in the tier 2 petty economics game.

That last bit is all that really matters. Internal consistency is a far distant second to playing the game, especially when internal consistency is just a question of how the player characters interact with the zoom-dial on the game mechanics.
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Post by Grek »

I find that Dr. Praetor's model is too strictly level gated. In the adventurer parts of the rules, you're allowed (and often encouraged) to go to places that have water long before you've given access to water breathing. You fight flying enemies before you're given the ability to fly yourself. Incorporeality is something you deal with long before you'd ever be allowed to cast etherealness. And so on and so forth.

The same should be true for elements of the domain rules. Your level 1 rogue should care if the Law value of the settlement they're in is high or low, if only because that decides how good the locks are in town. Your level 1 ranger should care if they're in an Civilized, Borderland or Wilderness hex, if only because they get a big bonus to survival checks when in Wilderness. The wizard should care about whether the local Magic building is [Evil] aspected or [Fire] aspected, if only because that decides what scrolls are for sale in the local shops.

A better model looks like:
LevelsQuests AfterCan EstablishCan DefeatCan HireGets Quests From
1-5Sacks of gold, stolen sheep.A house, a smithy, a tavern.A dozen orcs, a basilisk.Mules, elderly sages, armourers.Local Nobles, Dirt Farmers.
6-10Land, specific magic items.A castle, a highway system.A (crime) epidemic.Assassins, cartographers, mercenaries.The King, Witch Prophecies.
11-15Ancient Artifacts, Holy LandsAn overseas colony, a ducal title.Poverty, foul heresies.Generals, archmages, great heroes.The Gods, Military Invaders.
16-20Shifts in the Cosmic BalanceA new continent, a new species.Dispater, Optimus PrimeEmpires, krakens, legions of fiends.Prayers of Saints, the World Tree.

Last edited by Grek on Sun Nov 24, 2019 2:49 am, edited 1 time in total.
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Post by Chamomile »

If you want to run an inn, you need like a +10 bonus to a relevant profession skill in order to hit DC 20 on a take 10, at which point you are a good enough innkeeper that the average schmoe can only match your routine performance on their best day. If you max out the skill, take skill focus at level 1, have a +1 ability modifier because you're an average schmoe and operate on 3d6 roll-and-assign so 13 is the highest ability you get on average, and you get a +2 assist bonus from having someone wipe down tables for you and stuff, that gets you to +11, which means your take 10 "cruising through without effort" result is actually better than what a random non-innkeeper schmuck could accomplish on their best day.

We could change the numbers on all this if we wanted, but the numbers on 3.0/3.X's skill system are generally really solid and we probably shouldn't, except to spot fix some specific skill mechanics. For example, the mechanic whereby profession skills make the exact same amount of money regardless of what profession you know or where you are is dumb. But the general thing where a level 1 expert whose highest stat in their mediocre statline is to whatever ability is relevant, who spent their level 1 feat on skill focus, and who has a flunky to help out around the house, they're good enough to run a trade better than any random peasant could hope to? Keeping that is a good idea. It matches intuitions that blacksmiths and innkeepers are usually level 1 experts who need adventurers' help, not level 6 Rogues who can rescue their kidnapped children from the goblins by their damn selves.

The thing preventing a standard band of adventurers from having a farm at level 1 is not that they couldn't pull it off. It's that they don't have a farm and land is expensive. No existing farmer will sell you their land for anything less than enough money to retire early, which even at 1 gp per person per month is like 3,000 gold. Dilapidated farms like you start a Harvest Moon game with are going to be cheaper, but not two orders of magnitude cheaper. You will probably have a couple of levels under your belt before you are raiding treasure hauls big enough that you can buy land out of your share of the loot, and owning a 1,000+ gp item because your character backstory demands it is not something you can just spring on the rest of the group unannounced and expect that to fly, any more than awarding yourself a +1 weapon because it's in your backstory that you got an heirloom sword from your adventurer father who tragically died at the hands of Lord Spiky Armor or whatever.

But if you wanted to run a campaign where the premise is that one or more characters have inherited assorted farms and/or business enterprises around town from level 1, you should be able to do that.
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Post by DrPraetor »

On the one hand, I love Grek's table, but let me push back on my strict level gating. (I'll let Frank respond to Chamomile's comment if he wants).

Simple argument - if player #2 wants to stay home and be a rune fang merchant, then he's going to do that and players #1, 3 and 4 are going adventuring in the jungles of Hythloth without him? That's bad, so you design the game around preventing that from happening. Player #2 should be able to play a runesmith, but this just means that you need things for journeymen runesmiths to do while working as caravan guards and murder hobos at ~ levels 1-5.

Longer argument - Icy (a phraint elementalist with ice focus), the Crow (a human shaman), Elvis (an Orc assassin) and the Stranger (an orphan child with superior strength and reflexes but no memory), all grew up as friends in the high mountain village.
Now, "realistically", only the Crow stays in the HMV to run his talismongering shop, while Icy, Elvis and the Stranger go to England, Michigan and Ohio respectively to practice their trades.
But, if we're playing an ensemble RPG, they all hear the call to adventure, instead! This means, among other things, that we don't want the Crow to have a divergent incentive to stay in the high mountain village and run his talismongering shop; instead, he has to join his friends and go on their ensemble hero's journey.

This doesn't mean that there can't be 1st level talismongers in the game world. And, you might view it as an artificial restriction that low level PCs don't settle down and have a home base at all. But I maintain that it is a good, even essential restriction, because it reinforces the social contract that we are going on a months-long adventure in the distant land of Hythloth and that means no-one should be (disproportionately) penalized by having a day job that they can't maintain while we're adventuring.

Now, if everyone gets a day job at the same time (arbitrarily, level 6 when leadership comes online), then you at least have equal incentives to all get back home or all deal with the "while you were away" adventure together. Also at higher levels you get to teleport and shit, assuming we're not straying too far from the conceits of D&D. So "going on a long journey" is, to some extent, intrinsically a low-level adventure seed.
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Post by jt »

I don't think tying everything into one sort of level progression is necessary for what you're talking about, Doc. You can have characters use one resource to buy better ability to go on quests and personally kill things, and a different resource to buy better ability to run countries and do giant ritual spells. Let's say you call those resources adventuring levels and domain levels. You can't have a party with a level 1 Fighter, level 1 Wizard, level 1 Cleric, and level 1 Court Poet, because adventuring levels don't buy Court Poet.

When you want the party to go start up the domain minigame, then everyone in the party gets their first domain level, and that last guy finally gets to be a 6 Barbarian / level 1 Court Poet. It doesn't have to be level 6 - if everyone wants to get into politics early then the group can get their first domain level early, and if everyone wants to be Argonauts until they punch Orcus in the face then you don't ever need to give them domain levels. The local king is a level 5 Regent with the same combat ability as a peasant because he has no adventuring levels.

The only time these progressions need to talk to each other at all is when they affect whatever a character's CR-equivalent is in one of the minigames. And these two are near completely orthogonal so they don't even need to do that.
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Post by Chamomile »

Simple argument - if player #2 wants to stay home and be a rune fang merchant, then he's going to do that and players #1, 3 and 4 are going adventuring in the jungles of Hythloth without him? That's bad, so you design the game around preventing that from happening.
No, you don't, and I don't know why you'd think you would. Player #2 wants a different campaign premise from players #1, 3, and 4. That's a group problem, and the correct solution is not to make the game incapable of supporting all but one campaign premise. If one player wants to fight a dragon overlord in their Mordorian wasteland and the others want to fight a lich king leading an army of the dead, they can figure that shit out like adults without the designer cutting dragons from the game.
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Post by Username17 »

Foxwarrior wrote:
DrPraetor wrote:Tier 2, in which you have flunkies. This means you can run a farm, or an inn, or a brewery, or a thieves' guild, or a band of merry men/mercenary company.
The typical innkeeper is a god amongst men, rightly feared by mortals for their incredible personal power.
Kevin, Repo Man wrote:There's fuckin' room to move as a fry cook. I could be manager in two years! King! God!
More seriously, D&D is a game about telling stories of adventure for the most part. While a typical miller is just some dude whose family owns a mill, if the player character retires from adventuring to run a mill it's because they've raised the capital through adventuring to do that. Rather than that they had won the birth lottery and were the eldest surviving son with the last name "Miller."

Grek's idea of rough level gating for what happens if you establish things at different levels is a good one. Although even then I would add the caveat that this level gating is what happens when you attempt to found something through personal awesomeness. If you happen to have a bunch of gold for whatever reason you could get a castle built just by hiring people to build it.

People with character levels and legendary achievements aren't making regular restaurants, they are making celebrity restaurants. Master chefs come and try to work for you because you're the guy they wrote the song about the time you killed a Manticore about. Some things such as angelic hosts or Giant smiths might not work for any amount of gold unless they think your greatness is sufficient for them to want to sign on. But even when things are within the reach of common coin there is a fundamental difference between advertising for employees as Elothar, Hero of Bladereach and asking as John Miller, man who has a significant number of gold coins.

Think of this as the Puss in Boots effect. You can buy things that are for sale, but if you have some amount of greatness and cache, you can establish things with your name.
Chamomile wrote:We could change the numbers on all this if we wanted, but the numbers on 3.0/3.X's skill system are generally really solid and we probably shouldn't, except to spot fix some specific skill mechanics.
Well... no. Hard no. The skill system of 3e is hot garbage and produces bad results across the board. The jumping distances and climbing speeds are functional for very low level characters, but that is all I'll say in its defense. There are many things that are real good about 3e, but the core skill ranks thing is bad and needs to die.

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Post by Chamomile »

FrankTrollman wrote:The skill system of 3e is hot garbage and produces bad results across the board.
This is apparently something you don't actually want to argue about considering that you didn't, so rather than derail the thread with that barely related subject, I'll note that you implicitly agree with the broad point (if not the specific math) statement:
But the general thing where a level 1 expert whose highest stat in their mediocre statline is to whatever ability is relevant, who spent their level 1 feat on skill focus, and who has a flunky to help out around the house, they're good enough to run a trade better than any random peasant could hope to? Keeping that is a good idea. It matches intuitions that blacksmiths and innkeepers are usually level 1 experts who need adventurers' help, not level 6 Rogues who can rescue their kidnapped children from the goblins by their damn selves.
Seeing as how you make basically the same point in your own post with regards to why adventurers don't typically run a dairy farm, and then also ask whether or not you disagree with this point:
But if you wanted to run a campaign where the premise is that one or more characters have inherited assorted farms and/or business enterprises around town from level 1, you should be able to do that.
Because to the extent that it matters to this thread, specifically, these are the points that are actually important.
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Post by Grek »

FrankTrollman wrote:Grek's idea of rough level gating for what happens if you establish things at different levels is a good one. Although even then I would add the caveat that this level gating is what happens when you attempt to found something through personal awesomeness. If you happen to have a bunch of gold for whatever reason you could get a castle built just by hiring people to build it.
The game mechanical end of that is that while you can sometimes access things from the tiers above you, doing so is a plot hook or a quest reward rather than an entry in the equipment section. Under normal circumstances, killing a dozen bandits does not result in a royal character, pardons for all of your crimes and 25k in building materials with which to build a buffer state between Restov and the Bandit Kingdoms. But if you're playing Kingmaker, where building up a kingdom is the premise of the campaign, that's exactly what happens at level two. Likewise if the GM says he wants to do a Harvest Moon/D&D crossover, or if the plot is that the party gets to cure the Red Fever outbreak in North Coldland by reenacting Balto through some goblin-infested tundra, or if you've been dumped blind into Hand of Dominion as a first level character.
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Post by Username17 »

Chamomile wrote:This is apparently something you don't actually want to argue about considering that you didn't
Seriously? The devastating flaws of the 3e skill system are a thing we've talked about in excruciating detail a few times, but here are some relevant highlights:
  • The Sage Problem. Shit is supposed to happen when you have 10 ranks of Bear Lore, but you have to be 7th level to do that. Meaning that anyone who can give you reasonable information about bears can also punch out those same bears with their fists. It's dumb. This is repeated with every other mundane specialist task. Master weavers have to be able to be able to beat you to death with a wool comb, master chefs are also expert knife fighters, diligent coachmen are also action heroes and so on and so on.
  • The bonuses problem. The difference between a large rank bonus and no rank bonus is pretty big. At 7th level it's half the fucking RNG by itself. But the difference between a level appropriate rank bonus and a slightly lower level rank bonus is trivial. Being higher level as a specialist is only worth +1 per level, which is substantially smaller than picking up any other bonus at all, and is something you don't even notice on slightly more than 9 out of 10 opposed tests.
  • The hidden child problem. Sneaky kids can't hide from stupid giants because Fire Giants have 18 ranks in fucking Spot.
  • The non-functional subsystems. It's commonly acknowledged that Diplomancy, Stealth, and Profession don't work at all. Not to put too fine a point on it, but those are real important subsystems for your game to return "divide by fruitbat error" on.
  • The failure rate problem. The comically high failure rate of skills rolled on a d20 is acceptable - even cute - when dealing with 1st level fuckup adventurers. The fact that it pretty much stays like that even as the rest of the signifiers of the character change to depict them as seasoned badasses is not acceptable. The wizard can shoot lightning bolts out of his hand and the rogue still has a pretty significant chance of falling out of a tree.
None of those are particularly contentious and how to address those issues in a D&D context has spawned multiple long threads. Suffice to say I am taking it as given that a character could hypothetically know a lot about bears or be good at painting without also being a badass - which right away implies a skill system that honestly doesn't look a damn thing like 3rd edition's (or 4th or 5th edition's, for that matter).

And yes, this necessarily implies that there are inn keepers who aren't level 6 Rogues. The issue is that you should still expect to be a level 6 Rogue if you want to become an Inn Keeper via the Puss in Boots route of simply declaring it so.

D&D classically differentiates followers from hirelings. A follower is someone who wants to work for you specifically, while a hireling is merely someone who happened to be unemployed when you started jingling coins. Followers are things that should happen as your legend grows, which for player characters means going up in level. Hirelings just have to be available to be hired and you have to have coin to do so.

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Post by ETortoise »

Could something like an advanced background help with the sages/specialist question?

What I’m thinking is that a creature can trade out their ability to gain levels for a Profession that gives them a bunch of skills and abilities related to that profession. In successive tiers there are better professions. For example, Blacksmith -> Master Smith -> Rune Artisan. Characters can switch from the level track to the profession track at any tier shift, but can’t shift back. So a 4th level rogue could retire and open an inn instead of taking the shadowdancer advanced class.

This might all be a long walk to a little house though. I mean, we keep going back to innkeepers, and that’s not as complicated a profession as a sage or master craftsman. The same might be said for farmer, though I think the tier 2 profession of farmer is more than a field-hand, they’d be able to manage a large estate with different types of crops and livestock. Like the main characters from an Icelandic saga.
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Post by jt »

(I forgot to mention last post - Grek, your chart is awesome.)

The "different kinds of levels" thing I was talking about before works on the sage problem too. Those guys have specialist levels instead of adventurer levels. The party doesn't have any specialist levels because you get them by sitting around reading books all day, not by questing. They don't need to be on the same progression system as the characters are, the game just needs to know if your 20th rank in Bear Lore makes you CR 1 instead of CR 0 for some reason.

While all the flaws Frank mentions in the 3.X skill system are correct, it's also a list of flaws that are even worse in other games. It's worth keeping sight of the fact that, while there's obvious room for improvement, copying it flaws and all will still leave you tied for best skill system in a fantasy hack and slash game.
Last edited by jt on Sun Nov 24, 2019 4:45 pm, edited 1 time in total.
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Post by DrPraetor »

Good design is hard.

Let's suppose that we have a good set of tier 2 rules. Crow has a magic shop, Icy runs an inn, the Stranger has a platoon of hillmen warriors and Elvis has a criminal gang. They go on adventures where they call upon these resources, and they also take strategic turns where they do cooperative harvest moon crap. Icy's inn provides morale boosts and whatever other actions, and makes equal contributions in this way. If you can't do this - because you can't come up with competitive harvest moon actions for an innkeeper to take, or competitive bonuses that innkeeping would propogate into the raids on cloud castles you are also making - then "innkeeper" should not be on your list of harvest moon jobs which are supported for PCs!

Now you say, "shouldn't the rules support it, if everyone decides to play Harvest Moon at level 1 instead?" Ideally, sure. Ideally, the rules should support it if everyone is 1st level princes, because maybe you want a campaign where everyone is thrust into a position of military leadership at 1st level.

But that takes a lot of design work. The design work that goes into making the Tier 2 game playable, where the Innkeeper and the magic shop owner and the platoon leaders all have tactical actions that contribute to the success of the group narrative, is fucking daunting.

If you then say, "why not open an inn/shop/shrine at first level?" Well, if you just have an inn/shop/shrine as an irrelevant background feature, sure. But if you are going to take actions off the rumor-mongering and ale-brewing and logistics charts that are supposed to support a party where two of the other players are leading a platoon of tiny men, how is that going to work?
Last edited by DrPraetor on Sun Nov 24, 2019 4:49 pm, edited 1 time in total.
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Post by Foxwarrior »

I guess I just want to make my same flying rules argument again here: in a roleplaying game, making a logically coherent action that you nevertheless definitely don't want the players to do should be nerfed into the ground, not forbidden. It's fine with me for high atmospheric bombardment to be a hundred times less effective than low strafing runs, just not literally impossible. And similarly, the party should be able to pool together all their personal treasure to buy one character an inn or mercenary company at level 3, but it's A-OK if that's actually a terrible idea: the inn's bonuses are mostly to the effectiveness of other peoples' minions; the mercenaries take all the low-level XP and loot for theirselves and only leave the high-level stuff for their leader, who at level 3 can't actually deal with it at all.
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Post by Username17 »

DrPraetor wrote:Now you say, "shouldn't the rules support it, if everyone decides to play Harvest Moon at level 1 instead?" Ideally, sure. Ideally, the rules should support it if everyone is 1st level princes, because maybe you want a campaign where everyone is thrust into a position of military leadership at 1st level.

But that takes a lot of design work.
I actually think that getting domain turns to work for underleveled characters is relatively little design effort. Underleveled characters simply don't have any relevant abilities. So they only use the default actions with whatever resources they have. It's the playtest version.

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Post by DrPraetor »

Okay, I'm not sure how big a disagreement this really is.

Certainly, a party of 3rd level characters could join a mercenary band, or all go work on a farm together for a summer, and I suppose it's better if they take generic peon actions during the strategic turns than if the game engine returns divide by fruitbat. Likewise, if they somehow end up in charge of some hexes, although in that case I think it's better not to take strategic turns at all if, for whatever reason, not all of the characters can be part of the ruling council with a straight face.

My point is, you want the entire party to settle down and start playing harvest moon + final fantasy tactics (and then Warlords, and then Dominions) at the same time. If this is an emergent property of the abilities you get at 6th level (including the ability to attract a platoon of tiny men or a master somelier), great, but these abilities should be meaningfully level-gated so that the social contract of all adventuring together is reinforced as much as possible.

To reinforce my original point - what you never want is for one player to be taking strategic turns managing their inn while the other players visit narnia (NSFW). I suppose "the rules shouldn't support" can be ambiguous, but "the rules shouldn't encourage" one character to open a shop while the other characters are still journeymen.
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Post by Emerald »

Grek wrote:The game mechanical end of that is that while you can sometimes access things from the tiers above you, doing so is a plot hook or a quest reward rather than an entry in the equipment section. Under normal circumstances, killing a dozen bandits does not result in a royal character, pardons for all of your crimes and 25k in building materials with which to build a buffer state between Restov and the Bandit Kingdoms. But if you're playing Kingmaker, where building up a kingdom is the premise of the campaign, that's exactly what happens at level two. Likewise if the GM says he wants to do a Harvest Moon/D&D crossover, or if the plot is that the party gets to cure the Red Fever outbreak in North Coldland by reenacting Balto through some goblin-infested tundra, or if you've been dumped blind into Hand of Dominion as a first level character.
Sounds like a good analogy to this setup is planes-hopping adventures. If the DM really wants to run an adventure in e.g. the City of Brass, it can happen at any level, it just requires more fiat at lower levels. At low levels, the party has to have a portal to the Plane of Fire and some fire resistance items dropped in their lap; at mid levels, they need to hear and/or Gather Information some rumors about a portal to the City of Brass over yonder, save up for a bunch of scrolls or rings of fire resistance, and so on; at high levels, the party cleric just drops an energy immunity on everyone and plane shifts the party there directly.

So as long as the domain rules have some sort of CR equivalent so you can say "Here are the levels where you can easily purchase/conquer X territory, here are the levels when a party with X territory can reasonable take on Y challenge" and so on, it doesn't really matter whether it's a low-level party deeded some property by the king or a high-level party that swooped in and took over the place, so long as the DM and players are all on the same page.
ETortoise wrote:What I’m thinking is that a creature can trade out their ability to gain levels for a Profession that gives them a bunch of skills and abilities related to that profession. In successive tiers there are better professions. For example, Blacksmith -> Master Smith -> Rune Artisan. Characters can switch from the level track to the profession track at any tier shift, but can’t shift back. So a 4th level rogue could retire and open an inn instead of taking the shadowdancer advanced class.
I don't know if the part about not shifting back really fits; pretty much every story featuring a retired adventurer front and center ends up with said adventurer coming out of retirement, and a player running a retired-and-then-unretired PC is probably going to want to start advancing normally again.

Instead of switching tracks, it might be better to just allow characters to advance horizontally without leveling up using a different system--say, downtime instead of XP. If you can spend 10 years tending bar or plowing fields to get good at bartending or farming without gaining a level, and if doing that doesn't impede you from leveling normally, that handles the "old low-level sage" and "long-time farmer who picks up a sword when orcs burn his farm" and "retired adventurer gets back in the game" cases fairly well.
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Post by Chamomile »

Okay, I guess we can do this instead.
None of those are particularly contentious and how to address those issues in a D&D context has spawned multiple long threads.
I held forth a broad category of fixes for D&D 3.X's skill system, that category being fixes that did not overhaul the system on a fundamental level. Claiming that D&D 3.X's skill system requires fixes is not actually a counterargument. It is part of my premise. Normally I'd assume you were making the claim that the category of fixes I was endorsing is insufficient for these issues, but then you listed "you would have to fix the Profession skill" as a counterargument to my claim that "you would have to fix the Profession skill," so I'm pretty confident that you've just failed to read and comprehend my post altogether.
The Sage Problem. Shit is supposed to happen when you have 10 ranks of Bear Lore, but you have to be 7th level to do that.
The highest Knowledge DC given in the rules is 30, both in being the highest DC explicitly given and in being the difficulty for knowing the vulnerabilities of a 20 HD creature. Assuming we are doing the obviously correct thing and having everything that references HD instead reference CR, because that is the thing that actually maps to level, there's almost nothing that a character with +20 to a Knowledge check doesn't know and understand. You can get to +11 at level 1 if you have an apprentice, and up to +13 if you get a +2 circumstance bonus from having a library at your disposal. At this point, a sage can hit DC 30 by taking 20, which means the sage might need anywhere from two minutes to twenty man-hours in their library to come up with an answer to almost any question, depending on how long making a single roll is supposed to take.

With just two levels in a d6 hit die, 1/2 BAB NPC class, he can get himself up to +15 and hit DC 25 on a take 10, while sporting an average of 10.5 HP (assuming he is of average Constitution and is no more than 34 years old ) and a +2 attack bonus with whatever simple weapon he arms himself with. It's kind of weird that this guy stacks up about on par with an orc and if that really bothers you, you can create an NPC class with +0 BAB all the way to level 20 and no hit die advancement at all, but it's probably not a big deal because this guy already knows the secrets of astral devas and neothelids while being a combat threat of about CR 1/2 who compares unfavorably to a black bear. You can also use the 0 BAB class if it is for some reason advantageous to have DC 35+ knowledge checks actually do something definite and you want a sage to reach that level without stacking up hit points and attack bonuses. Either way, the "sage problem" is in 3.X is mainly an artifact of orcs being so close to frail old men in battle capability that an extra seven hit points and +2 to attacks makes the frail old man nearly as dangerous, and also I guess a serious misunderstanding of how high level a specialist build has to be in order to hit the highest DCs for knowledge checks given in the book.
The bonuses problem. The difference between a large rank bonus and no rank bonus is pretty big. At 7th level it's half the fucking RNG by itself. But the difference between a level appropriate rank bonus and a slightly lower level rank bonus is trivial. Being higher level as a specialist is only worth +1 per level, which is substantially smaller than picking up any other bonus at all, and is something you don't even notice on slightly more than 9 out of 10 opposed tests.
Partly this is an issue of lack of discipline in skill bonus sizes and types, making it easy to stack them to the heavens, and that is an issue with having spells, feats, and items that are heedless of the math on skills. But outside of builds that break +50 skill bonuses at level 10, this is mostly just not an issue. It is a good thing that a small child's size bonus gives them a noticeable edge over a fire giant with zero ranks in Spot despite the vast gulf between their combat ability, and while it does make the math slightly more complicated and you could streamline it if you really wanted to, it is not a big deal that a bunch of your bonuses are derived from things that are level-gated rather than being derived directly from your level. The issue exists because it is too easy to stack a racial bonus, two feats, and a class feature into a +10 bonus, and because there exist items that just give a +10 bonus outright, and while you could imagine these things being written in such a way that they were level gated, they weren't.
The hidden child problem. Sneaky kids can't hide from stupid giants because Fire Giants have 18 ranks in fucking Spot.
Maybe we should reconsider the wisdom of giving our fire giants three times as many ranks in Spot as they get in Intimidate.
The non-functional subsystems. It's commonly acknowledged that Diplomancy, Stealth, and Profession don't work at all. Not to put too fine a point on it, but those are real important subsystems for your game to return "divide by fruitbat error" on.
I pointed this out earlier, but for the sake of thoroughness: Yes, that is a thing that I said would have to be fixed. Profession, specifically, was the example I gave of a skill that would have to be fixed.
The failure rate problem. The comically high failure rate of skills rolled on a d20 is acceptable - even cute - when dealing with 1st level fuckup adventurers. The fact that it pretty much stays like that even as the rest of the signifiers of the character change to depict them as seasoned badasses is not acceptable. The wizard can shoot lightning bolts out of his hand and the rogue still has a pretty significant chance of falling out of a tree.
This is a fantastic argument for reclassifying a tree from DC 15 to DC 10, under the grounds that 1) it absolutely fits the description of "[a] surface with ledges to hold on to and stand on" and 2) an average person can climb a tree in non-threatening circumstances, so being able to get up a tree by taking 10 should be possible for any random peasant, and a level 5 Rogue with max ranks and a stray +1 from anywhere else at all (including ability bonuses) will have no chance of failure. More broadly, it's a good argument for spot-fixing skills so that things an ordinary person can do when not under pressure are DC 10, and scale upward from there.
Suffice to say I am taking it as given that a character could hypothetically know a lot about bears or be good at painting without also being a badass - which right away implies a skill system that honestly doesn't look a damn thing like 3rd edition's (or 4th or 5th edition's, for that matter).
NPC class with +0 BAB and which doesn't receive hit dice but which still gets skill points. This is a slightly janky class, but it allows for characters who are very good at painting without ever getting even slightly stronger in combat, without rewriting a single word of the skill system. You would want to rewrite some of the words of the skill system anyway, but it's totally unnecessary to the challenge you issued.
The issue is that you should still expect to be a level 6 Rogue if you want to become an Inn Keeper via the Puss in Boots route of simply declaring it so.
That's weird. I would've expected the issue to be something we disagreed about.
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Post by Username17 »

Chamomile wrote: I held forth a broad category of fixes for D&D 3.X's skill system, that category being fixes that did not overhaul the system on a fundamental level.
But there are no fixes for 3e's skill system that don't overhaul it on a fundamental level. Ranks and Bonuses doesn't work. It doesn't scale the way people want it to. You would honestly be better off taking fucking Exalted as a starting point than 3e's skill system. And yes I know how fucking horribad Exalted's skill system is. At least that can scale in an approachable non-level restricted fashion and you could imagine sneaky children hiding from dumb giants.

There is no simple math fix for 3rd edition's skill problems. It all falls apart into stupidity after level 4 because it was never tested at higher levels. It only simulates that brief period of low level D&D where everyone is a fuckup and sometimes the Druid is randomly the stealthiest or most athletic off raw stats and a good roll because lol everyone's close to a coin flip anyway.

You can't fix Diplomacy or Craft by setting slightly different DCs or giving people different bonuses. The underlying system does not and can not differentiate appropriately between an apprentice blacksmith and a master smith. The RNG is too flat and the difference between having ranks and having more ranks is too small.

You want to have basic townsfolk who happen to be good silver smiths or potters. The 3rd edition skill system can't give that to you. It can't be fiddled with to give that to you. You want to have a minimally functional diplomacy system and 3rd edition's skill system cannot deliver that to you.

People have been trying to get 3rd edition's skill system to work for almost 20 fucking years, and the fact that no one has succeeded is not for lack of effort. It's because it's fucking impossible. It genuinely delivers on the low level "pitons and ten foot poles" type dungeon crawling adventure because that was the only thing it was ever really designed to do. It never satisfactorily scales to provide characters who are actually good at things, and it fucking can't.

It's very telling that the parts of the skill system that work are either low level concerns (balance, swim, etc.) or simply don't use the core die rolling mechanic at all (Languages).
Emerald wrote: Sounds like a good analogy to this setup is planes-hopping adventures.
To an extent yes. You can go to exotic locations when you don't have any special ability to get there. But I think that you might be better off comparing it to basic combat maneuvers and feats.

That is, you can build irrigation to improve crop yield in a hex. And you can do this if you are a Bone Lord and the Court Necromancer and have no relevant prestige abilities or council abilities to improve that. There's simply manpower, gold, and time costs for such a project and the end result is an increase in the Koku that area produces. And similarly, if you don't have any prestige abilities at all because you're a first level character playing Birthright, you can still do that irrigation project.

Fortunately as far as the domain game goes, you don't have the equivalent of character-level dependent "base attack bonus." Building a new temple can never be level inappropriate, it could just be too expensive. Being a high level Paladin who is the Court Chaplain presumably gives you abilities that make the Temple Building cheaper and faster, but paying full price is something you could do if you had no relevant abilities. And being too low level to have any relevant abilities would certainly be a way for that to be true.

Probably the playtest version would assume all the councilors are level 1, because prestige abilities would be introduced after the skeleton was functioning.

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Post by Grek »

The level inappropriateness happens in the other direction, Frank. If your level one ass can take the Tax Collection action in order to acquire 25000 gold for personal use, that breaks certain aspects adventure portion of the game for the first handful of levels. Ditto if you can Hire Mercenaries (to explore the dungeon for you), Seize Him! (to make a human enemy go to the dungeons) or Lay Siege (to collapse the pyramid on top of the mummy).
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Post by Chamomile »

FrankTrollman wrote:But there are no fixes for 3e's skill system that don't overhaul it on a fundamental level. Ranks and Bonuses doesn't work. It doesn't scale the way people want it to.
Whatever amount of scaling you want, you could obviously achieve by adjusting the rate at which the amount of ranks you have and the cap on them comes in, or else by adding in level-gated non-rank bonuses. Like, if it was for some reason useful to scale up twice as fast, you could add feats that added a bonus equal to level for a set of related skills. And you can still have creatures that just don't have ranks in a specific skill, so giants are bad at finding even level 1 sneakers, but level-appropriate spotters still exist. Seriously, the issues you're bringing up aren't even particularly hard to solve in a ranks + bonuses paradigm. The main impediment to fixing 3.X skills is that it would require a rewrite of the Monster Manual, which is not difficult on a monster-by-monster basis but is very time consuming and dull.
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Post by Mord »

ETortoise wrote:Could something like an advanced background help with the sages/specialist question?

What I’m thinking is that a creature can trade out their ability to gain levels for a Profession that gives them a bunch of skills and abilities related to that profession. In successive tiers there are better professions. For example, Blacksmith -> Master Smith -> Rune Artisan. Characters can switch from the level track to the profession track at any tier shift, but can’t shift back. So a 4th level rogue could retire and open an inn instead of taking the shadowdancer advanced class.
This touches on something I've thought about in the past, which is "what do peasants look like in Heaven?" Imagine you are a high-level party of adventurers who has just come to some glorious heavenly citadel in the upper planes. What do you see? Is it nothing but high-CR angels in full battle dress teleporting around their Wish-made golden palaces, or is there a class of heavenly noncombatants who make society work?

Talking about your Rune Artisans, is it a good thing to build a system where every Rune Artisan is personally a badass? Does the Archangel Uriel make his own armor, or is there a back office full of craftsmen somewhere? Are those craftsmen individually able to wrestle bears, or are they just normal people who happen to have been born or transmigrated into a "high-CR environment"?

This obviously has consequences for the domain game writ large. If you start conquering hexes in Heaven, do you still even have food production? Do you have farming families, a brigade of specialist Lantern Archons who spend all their time casting Create Food, or do none of your residents need to eat at all?

The same question applies to the various Hells, but for some reason it just feels a lot more natural to assume there are legions of oppressed CR1 mundane humanoid slaves toiling under the lashes of their high-CR demonic overlords.
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