Your preferred level of complexity in a game?

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Thymos
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Post by Thymos »

While yes, the formula is based on math... that doesn't mean that the NPC is pregenerated, you really are making him from scratch, because there is no long way of doing it.
There is both a faster and a longer way. Faster- pregenerated tables, Slower- use PC exactly the way PC's do for the BBEG

Well, ideally level should equal CR, but regardless, what you're actually interested in is how much of a combat challenge a monster poses, not so much its overall value. This concept is much more apparent in point based systems like GURPS or Shadowrun. When you have a merc in Shadowrun, you want to know how big of a combat threat the guy is, not necessarily how many points he's built on. In fact, we seriously don't even care how many points the guy is built on most of the time.
Your probably right, what I'm suggesting doesn't work for every system. I think it is an idea that we should use when it's possible though, especially in combat heavy level based systems.
Well, actually this is a good reason for them to use different systems. An NPC wizard always has an edge over a PC wizard, because the NPC can blow all his spells in one encounter. He doesn't plan for more encounters. Meanwhile the PC wizard has to plan for all the encounters he may have between rest periods.
This is exactly what I'm saying isn't ok. PC wizards should either not be able (not willing, able) to throw out everything in one combat, or it should be that they areexpected to. NPC wizards should either not be able, or they should be expected to.

I don't want balance to ever revolve around PC's making the choice to not go all out because of the possibility of something later on. This is a retarded balance mechanism to rely on.
Last edited by Thymos on Fri Mar 27, 2009 11:56 pm, edited 1 time in total.
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Post by Draco_Argentum »

PhoneLobster wrote:Simply not picking from the same ability lists in no way actually addresses the problem of bad cherry picking.

And it does nothing (and ignores any attempt to do anything) to determine actual encounter based difficulty ratings. And if you don't have a metric based on that kind of context cherry picking and situational usefulness will ALWAYS break your game, separate PC/NPC ability lists or not.
Thats the whole damn point. The encounter based difficulty is strongly different for NPCs and PCs. Mostly because a PC is meant to be able to face a variety of encounters. An NPC doesn't have to. NPCs can pick all the abilities from the unified PC/NPC list that happen to be good against small squads of medium size opponents. PCs can't do that.

In short since the metrics for determining if PC and NPCs are balanced are different they must use different rules for generation or they won't be balanced against each other.
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Post by PhoneLobster »

Draco_Argentum wrote:The encounter based difficulty is strongly different for NPCs and PCs.
No it fucking isn't are you insane?

You have the encounter context, of say Farming.

You have NPCs that due to how good they are at farming have some degree of Farming encounter power.

You have PCs due to how good they are at farming have some degree of Farming encounter power.

That is fucking it. It is not different for PCs or NPCs, BOTH have different power levels by encounter context, you can run them off separate parallel ability lists and that is STILL the fucking case.
Mostly because a PC is meant to be able to face a variety of encounters.
Encounter based challenge rating systems don't give a flying shit about that.

And they shouldn't. As a usable tool they CAN'T. Game events could include all manner of encounters with context appropriate (or not) NPCs and PCs of varying levels and varying degrees of relevant specialities.

And the challenge rating system needs to measure NPC and PC power levels on an encounter by encounter basis. Anything else is purely mastabatory activity by the designer that brings no real practical balance to game play. This is why RPS based design is mostly a wild fantasy wank job.

If you CAN'T support the PCs going to the Fire Desert and fighting home turf Fire Demons OR weakened Ice Devils there, AND doing it regardless of whether PCs specialised in fighting both, either, or neither, then your system fucking sucks as a RPG facilitation tool.
Last edited by PhoneLobster on Sat Mar 28, 2009 12:06 pm, edited 1 time in total.
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Post by RandomCasualty2 »

Thymos wrote: This is exactly what I'm saying isn't ok. PC wizards should either not be able (not willing, able) to throw out everything in one combat, or it should be that they areexpected to. NPC wizards should either not be able, or they should be expected to.

I don't want balance to ever revolve around PC's making the choice to not go all out because of the possibility of something later on. This is a retarded balance mechanism to rely on.
Well basically then you want to eliminate encounter to encounter resource conservation, and everyone enters every battle refreshed. It's not that you can't do that, it's just that most games do not do that.

Wounds carry over, spells or bullets can be depleted and so on.

This basically means that there can be no consumable items, no spells per day, and no lasting effects from combat to combat.

And even if you do that, you still run into the problem of what Frank has described where NPCs exist for one encounter, and thus their abilities are either useful or useless, and not something that may be useful later, because there is no later.
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Post by Thymos »

RC2, your taking to the extreme.

That can happen. I'm not saying to avoid that scenario in the game.

I'm saying never have your balance depend on that happening. 3.x tried that, and we all see how much that did not work.

Yes, things can be depleted, but we shouldn't balance generic challenges, resource schemes, and abilities around the idea that players won't use everything they have.

If you want to balance those kinds of scenarios, then do it on a case by case encounter basis. Not in the system, but in designing the encounter.

It's actually why I'm a fan of small times needed for recharge as opposed to encounter powers. No difference in most situations, but when escaping from a prison it'll change things.

Basically, I'm not saying we should eliminate encounter to encounter resource conservation, just that it's a retarded balancing mechanism.
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Post by RandomCasualty2 »

Thymos wrote: Basically, I'm not saying we should eliminate encounter to encounter resource conservation, just that it's a retarded balancing mechanism.
It's not necessarily bad, so long as you control refreshing it. The main problem 3.5 had was because it was easy to refresh your abilities, leading to the 15 minute workday.

But probably we want resources that can be expended.
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Post by Draco_Argentum »

PhoneLobster wrote:And the challenge rating system needs to measure NPC and PC power levels on an encounter by encounter basis. Anything else is purely mastabatory activity by the designer that brings no real practical balance to game play. This is why RPS based design is mostly a wild fantasy wank job.
No fucking shit. Given that obvious point that you just admitted how is it hard to see that NPCs will have to be generated differently? They don't do the same things, you're essentially asking me to design a bus and a car while following the same design goals.
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Post by PhoneLobster »

Draco_Argentum wrote:No fucking shit. Given that obvious point that you just admitted how is it hard to see that NPCs will have to be generated differently?
What the FUCK has that got to do with it? I am not admitting something, I'm pointing out you are IGNORING it, as does your laughably moronic solution.

No really.

"I design NPCs with a unique and separate rules set to PCs... therefore the specialist vs generalist problem does not exist!"

You are FUCKING INSANE. Those two things are not related you are pointing at a problem to justify an unrelated "solution" and there is NO FUCKING ASSOCIATION, you aren't even trying to describe an association, you just go "Look, a problem! I must be right!".
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Post by Username17 »

PL, what do you even want?

Seriously, you're swearing a lot, but you aren't making a lot of sense. You have a PC. They have some amount of points to spend which may or may not be segregated into different categories. And they spend them, and they have some numbers and abilities and attributes on their character sheet.

And NPCs... what? What do you want us to do with the NPCs? Stop yelling at us about how our ideas are bad, tell us what your ideas are.

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Post by PhoneLobster »

FrankTrollman wrote:PL, what do you even want?
I'd like to see a little intellectual honesty. Without that all your vaunted design talk is worthless trash.

You know full well that segregation of abilities is meaningless here. An irrelevant cosmetic change.
You have a NPC. They have some amount of points to spend which may or may not be segregated into different categories. And they spend them, and they have some numbers and abilities and attributes on their character sheet.
Change bolded. That entire paragraph was you masturbating again Frank.

I have described in fucking detail where you are wrong on this, challenge it with some relevant meat, not some whining about how you think I'm rude for pointing out YOUR deficiencies and should be more constructive or bullshit.

Because if you pull that you aren't just transparently wrong, you are a fucking bald faced hypocrite.

Now if you want to talk about solutions to the problems of variable specialisation and encounters that worsen it we could but it's been clear from the get go you were only pulling some vague distraction out of your ass to once again back one of your less inspired ideas.

And oddly I've already discussed it, in plain English. You are too busy defending your indefensible position to notice or care.

Edit: But HEY let it not be said that I'm not fully prepared to talk about irrelevant topics to assholes who are only pretending to care about it.

Good Design and Encounter Based Challenge Ratings
The demands of RPG encounters are wide and diverse. One encounter you are fighting elite guards or bounty hunters trained specifically against your weaknesses, the next you are fighting crippled orphans and Yeti with heat stroke.

It is simultaneously a major requirement that the game provide some degree of fairness, or at least transparent predictability, for the players involved.

Ideally you want to know how challenging various opponents are compared to the abilities of PCs. And how that varies in relation to different opponents, different PCs, and the different situations in which they may meet.

One of the simplest ways to help facilitate this is for NPCs and PCs to use the same rules[/i], assuming you have in fact designed the rules so that characters of any given level(or equivalent) are basically of similar challenge to others of the same level (another reasonably good design goal to aspire to).

You could generate NPCs using a separate parallel rules set, and it could include a separate parallel level/challenge rating system, and you could have like, tables and shit to figure where it matches up to the PC level/power rating system.

But there is a fairly major problem. A common design goal is to have various powers or character options to be significantly inferior or superior in various contexts ranging from environments to specific match ups against opponents with other specific powers or options.

The thing is... implementing the separate system, developing its separate power rating scale, and applying the required translation between that and the PC power rating scale...

It doesn't eliminate this problem. This is unsurprising since really, it never even interacted with it. Hell, no one even sat down and said "what is the real problem here?"

To eliminate the problem a character generation system (NPC or PC) would need to not just conquer the age old "specialist vs generalist" problem but also effectively remove the very possibility that characters could actually be advantaged or disadvantaged in some way by the context of an encounter or the interaction of their specific "level appropriate" abilities with those of their opponents. And at that point you have not only removed a vast swathe of encounters from those the system might represent but you have also created a remarkably unpleasant RPG system in general.

Not only that you have probably at that point achieved the impossible. And if it IS possible, and desirable, one asks, why is somehow ONLY possible and desirable for the NPC generation system?

So then you start looking for real solutions, and it is a HARD problem. I mean fucking insane. It PROBABLY belongs in the too hard basket, but since the apparent argument here is "Well my solution doesn't work, but I'm not wrong until someone else gets it right!"...

So then a solution I've been considering
What you need is a system that determines the value of character abilities with some sort of conditional context sensitivity.

I would recommend a point based system (which may or may not be related to the basic character advancement/generation system).

Each ability has a points rating that contributes to your abstracted value of how bad ass a character is. And that points value has a simple description of situations in which it does or doesn't apply.

Of course the situations in which it does or doesn't apply would need to be as simple as possible. I would suggest that any such conditions never be more complex than "Always applies unless your opponent has Fire attacks" or "Only applies if you are under water"

Even with a relatively simple set of conditions this IS a complex solution. However, since it's rival is "we do an entire separate rules set that magically solves a bunch of complex problems in simple but entirely undefined ways" I'm prepared to go with it.

And when you consider the complexities of trying to determine how challenging any given encounter is for any set of PCs it IS a very complex problem, and this kind of short hand of a bunch of abstracted points values that transparently tell you when they are in or out is actually a remarkably simple way of being able to potentially add up all the character based factors in the situation and even account for their interaction with each other and the environment/context to some degree.

Throw in some scheme of challenge rating modifiers for ongoing status effects like injuries that already apply before combat and you have one of the potentially most useful and comprehensive challenge rating tools you could ask for.

At that point I would suggest the complexity cost might be very well worth it. Certainly if your stated goal is to solve the Sailors vs Farmers dillema (and indeed the Specialist vs Generalist and power variation by context problems that it is born from) then something like this is arguably the SIMPLEST possible solution.

There are two other important things to note about this approach.

1) It is independent of whether you use a separate or unified NPC/PC ability list. Like EVERYTHING, it is simpler if applied to a SHARED list but like many things irrelevant because in this situation (as with most others) separating the NPC abilities in no way addresses the underlying problem.

2) This is a true Encounter based challenge rating system. If your challenge rating system is simply "A level X PC party and a level Y NPC party" you are running a VERY vague hit and miss Character level based challenge rating system, and if your only bow to any variation in situational applicable character ability beyond that is as lame as "and eyeball some situational modifiers" then your system fails the fundamental Sailors and Farmers problem Frank seems oddly fascinated in all of a sudden.

An RPG toolkit for encounter design benefits from this sort of solution, it provides GMs the ability to determine how challenging a range of encounters on the Sailor/Farmer spectrum may be for any given party, and it doesn't simply prevent him from encountering Farmers at sea (or specialised Sailors at sea!) or Sailor-Farmer dual class opponents as Frank would have us do instead.
Last edited by PhoneLobster on Mon Mar 30, 2009 12:17 pm, edited 3 times in total.
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Post by Username17 »

So we're basically down to two options:
  • PL has us remake our characters every battle like the NPCs do.
    or
  • NPCs have their powers bought for them based on the encounters they show up in and PCs still have their powers purchased for the campaign exactly like RC and I have been saying the entire fucking time.
Which brings me to the bolded underlined passage:

Phonelobster: Your Idea is Bullshit, and I don't respect or care about it.

So kindly, stop swearing at me for not considering it. I have considered it. You seriously don't have anything there. And you never will, because that's not a reasonable development path.

What you are talking about is not the PCs and the NPCs using the same rules. It can't be and never will be. You're talking about making NPCs for the encounter, which is fine because that is the entire context of the one-off non-player character, and the player characters are still being made for the entire campaign. Because that's their context. The Player Character still has some cost for an ability that they have that will not be used in the next encounter, and the NPC does not. It's not the same system. And it never ever will be.

You want to talk about intellectual honesty? Sure. Let's start where that whole tirade was basically just you admitting that you can't use the same ability lists and costs for the player characters and the non player characters, and then pulling a bit of verbal sleight of hand where you pretended that you were. That is dishonesty. That's so much dishonesty that I'm not even going to continue responding to you on this subject until you start singing a new tune.

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Post by Murtak »

Frank, would you mind addressing this:
Murtak wrote:How do you handle the PCs optimizing for lava swimming (instead of balancing their characters) and then refusing to leave the earth's core? Is the entire game unbalanced now?

According to you NPCs must not be allowed to spend as many points as PCs on specific abilities (lava surfing) - if they could do that they would be imbalanced compared to PCs who have to spread out. So you have your NPC generation system which does not allow NPCs to spend all their points in lava surfing or which just hands out less points to NPCs. Fine. Now the PCs go and hyperspecialize in lava surfing. As far as I can tell the game is imbalanced in the other direction now.
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Post by Username17 »

Murtak wrote:Frank, would you mind addressing this:
Not at all.
Murtak wrote:How do you handle the PCs optimizing for lava swimming (instead of balancing their characters) and then refusing to leave the earth's core? Is the entire game unbalanced now?
Is the game unbalanced at that point? Yes.
Is that OK? Maybe.

When you make a PC, you have to pay for the abilities you will be able to use based on the "context" of an expected campaign. Just as an NPC pays for their abilities based on the "context" of their encounter. It is entirely possible for an encounter or indeed an entire campaign to go off the rails because of clever tactics, boneheaded decisions, or just plain dumb luck such that the projected value of abilities has little relation to their actual value in play.

This can be as simple as characters successfully keeping battle to one terrain type when the projected battlefields were expected to utilize more than one. Or it can be as complex as characters spamming or avoiding techniques that trigger events or reactions. If your mech sticks to the river for an entire battle or uses their jump jet every turn it s to be expected that enemy weaponry will behave unusually. The costs paid for anti aircraft missiles or flame throwers would be very much out of sync with their demonstrated utility in the actual battle.

Whether that's OK or not depends largely on what you were asking for when it started. If a roughly equal amount of your abilities ended up worthless and overpowered by dint of your actual actions, it's probably OK that the costs paid for those abilities were wrong. If these perturbations disproportionately aided one character, then the GM is going to want to throw down some kind of balancing agent. Maybe one of the underperforming characters gets an artifact sword or the next plot hook revolves around knowledge of Kurita social mores.

But yes. It is unbalanced when someone pays for a conditional ability that is supposed to be useful sometimes and then circumstances conspire to allow them to use it every time as if it was a non-conditional ability. It is unbalanced in that the amount paid for that one ability is less than its demonstrated ability. However, player characters actually have a lot of abilities, so there are a lot of opportunities for things to average out. Just because one of a character's ability sees disproportionate use for its cost doesn't mean that the character over all is getting more than they paid for.

In fact, I would go so far as to say that if you outfit a mech with a bunch of missiles, that every missile that hits is overperforming for its cost, while every missile that misses is underperforming. And if you can arrange for points of imbalance to be counterweighted in that manner, then overall balance can be fine.

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Post by virgil »

I thought the 'specialization vs generalization' was only going to be solved with NPCs; because they would have a more inflexible/limited generation system than PCs so as to prevent them being too specialized for their one encounter lifespan (and better simulating the illusion of having abilities for situations beyond their very short term life).
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Post by Murtak »

Or, in other words, if a PC hyperspecializes the game is imbalanced. Either he gets lucky and his specialisation comes up or he doesn't and all points are wasted. And from what you are saying that is ok because the PCs tend to have multiple abilities, so it kinda evens out.

Now, what is bad about applying the same to NPCs again? Remember, your solution was to have them spend fewer points, but to let them hyperspecialize. That is the exact same problem, just on a lower budget. What I propose is to use the PC rules and just to skip over any parts you don't intend to use just yet. Fill in "50 points of skills left" or similar. Now you end up with just one system, no extra effort and the option of fleshing out the NPC later.

Of course this only works if you actually can leave out an area without weakening the things you do want to flesh out. In DnD it works fine with skills, since they don't (much) affect each other. With, say, fighter feats, it doesn't work out nearly as well, since feat chains are complex and interlocking constructs. With your Warlock replacement I vaguely remember this idea should work beautifully.
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Post by virgil »

Before Frank jumps down your throat, Murtak, that is still technically a different system; because you're including a 'pause button' in the process that doesn't exist for PCs. Granted, yours is a variant system that's incredibly easy to type up in your theoretical book because it has little difference with the PC generation (but still there)..."Go through steps 1 through 7, proceed with 8 & 9 later in campaign"
Last edited by virgil on Mon Mar 30, 2009 3:45 pm, edited 1 time in total.
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Post by Murtak »

You are free to do the same with PCs. If you decide you want to be some sort of fire illusion wizard you might go ahead and grab "Burning stuff with fire" and "The Grand Illusion" and "Its all in the Mind" and then find out you have 2 levels worth of abilities left over - but you are not sure what exactly you want yet, but you want to start playing. Go ahead, play. And after session 5 you decide you want to play with the elements a little more and you grab "I am Mr Freeze".
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Post by virgil »

Unless it's stated as a facet of the system, that's going into houserule territory for many actual games. And besides, the whole "pause here" technique needs more details, because if the stopping point isn't explicit, then there's nothing stopping the DM from just putting everything into character resources that will see maximum benefit for the one scenario that the NPC will be in (at the expense of versatility); while for a PC, this is suicide in the long run because there will be varying situations in his lifetime.

You seem to be ignoring an already stated problem with using identical (or near-identical) NPC/PC generation systems. Players can afford more time/devotion to their one character, both in preparation and in-combat. Expecting this same level of devotion is too much for a DM that will have multiple, different NPCs in each session. This is particularly bad for combat, because the forced multitasking will make individual NPCs weaker (potentially drastically if it's a sufficiently rich enough combat system to engage each player) because he won't have the time/energy to maintain optimal tactics for each one.

We want to make the DM's job easier, so he can actually keep up while producing NPCs that pull their equivalent weight in short order. Their tactical 'range' needs to be simpler and their resource allocation (both before and during encounters) need to be simplified, while creating the illusion of equivalence for their encounter lifetime

Yes, you could use stock models, go out of your way to choose the least mentally taxing builds, etc. However, that right there is an appreciably different goal than players, and creates a different ruleset from PCs in everything but name. I'm assuming of course that the ruleset will include guidelines for building said NPCs with this facet/goal in mind, so that new DMs don't end up screwing up their campaign.
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Post by Murtak »

I believe this is just some sort of DnD blindness. Sure, noone wants to create a level 20 wizard NPC, the amount of work to do it well is staggering. But a level 20 Beguiler is much less trouble.

Imagine a system where each level gives you, on average, just one new ability, which always stays level appropriate (sort of like Tome feats) and some sort of fixed stats. A campaign might start at level 3, with the GM generating level 1 to level 4 adversaries.

A sample Barbarian type NPC might just consist of picking up "Mighty Blows" at first level and "Rage" and "Hordebreaker" later on, ending up with the equivalent of Power Attack, Great Cleave, Barbarian Rage and Whirlwind Attack. Another NPC warrior type might pick "Battle Dance" and then branch into magic by taking, say, "Frost Mage" - giving benefits similar to Elusive Target and Wall of Ice/Grease.

The important thing is to not hand out more power (+damage, +AC and the likes) - power should be dependent on level. Instead you hand out options to choose from and specialization consists of picking similar powers, to dominate one aspect of combat, while generalization consists of picking powers to be prepared for anything.

With such a setup you should be able to just leave some part of your character sheet blank. How much of that is entirely up to the player and/or GM. As to the GM specializing NPCs for the specific encounter, I am not too worried. Most pickable abilities will not be specific to their surroundings, and even if some are, picking broad arrays of abilities instead of single abilities and single numerical bonuses should help a lot with everyone at least staying close to each other in overall power.
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Post by PhoneLobster »

FrankTrollman wrote:PL has us remake our characters every battle like the NPCs do.
YOU defined the goal on this one and recalculating the PCs value per encounter is unavoidable if you want to meet your stated bullshit goal.

Simply put you cannot balance encounter difficulty based on campaign difficulty

Your initial statement was that you required a system in which NPC abilities that could not be used in an encounter MUST be somehow excluded from balance considerations for that encounter.

But it is magically OK to walk into a level 18 Sailing encounter with PCs that only have level 2 Sailing abilities and 16 levels of Farming abilities?

No it isn't. It's the SAME problem as doing the SAME thing with NPCs. And it requires the SAME solution if eliminating that is your stated goal.

Every INDIVIDUAL encounter is a potential problem like this and they DO need to be balanced or at least measured in some predictable metric INDIVIDUALLY.

Just declaring they all average out is totally bogus and means that you end up with an average derived from Cake Walks and TPKs. So fuck you for having such a destructive approach to encounter balance.

YOUR idea on this is the incredibly stupid one here. So suck it you whiny baby, and eat your well deserved insults.
Last edited by PhoneLobster on Mon Mar 30, 2009 9:10 pm, edited 1 time in total.
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Post by PhoneLobster »

Murtak wrote:With such a setup you should be able to just leave some part of your character sheet blank.
That sort of thing is supported nicely by designing a system with principles of extensibility and modularity.

And that sort of system means you can sit down and write up your NPCs for a sailing encounter with ONLY relevant sailing abilities, and then later if they do turn up on a farm just add abilities seamlessly without impacting their sailing encounter value, changing their pre-existing abilities or breaking the rules of the game.

As opposed to Frank's solution, in which the sailing NPCs are enforced generalists that spend levels on farming that do not actually ever grant them abilities in farming.

And he calls my approach stupid...
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Post by RandomCasualty2 »

Murtak wrote:Or, in other words, if a PC hyperspecializes the game is imbalanced. Either he gets lucky and his specialisation comes up or he doesn't and all points are wasted. And from what you are saying that is ok because the PCs tend to have multiple abilities, so it kinda evens out.

Now, what is bad about applying the same to NPCs again?
Because PCs don't necessarily know where the campaign is going, yet the DM pretty much does. When you design an encounter it takes place in a given terrain most of the time. If the PCs are entering the lair of the dragon, then the battle takes place in the dragon's lair, and creating the dragon basically ensures it's going to be specialized for that area.

And because there's only that one encounter, there's no chance to even out. When the DM writes the dragon's abilities, he knows which will be useful and which won't, because he knows the circumstance of the encounter. And when that encounter is over, the dragon is dead.

So unlike with PCs where the quest could very well take them outside their usual terrain comfort zone, NPCs are almost always assured to be optimized for their terrain.
I believe this is just some sort of DnD blindness. Sure, noone wants to create a level 20 wizard NPC, the amount of work to do it well is staggering. But a level 20 Beguiler is much less trouble.
That's true, but it's still not something I want to do. Just selecting feats and selecting magic items is a shitload of dumpster diving and takes a long time.

I mean feat selection alone for a party of 3-4 20th level NPCs is going to take an incredibly long period of time assuming you want NPCs to be remotely competent.

The main problem with a system like 3.5 is that to be good at high levels, you must min/max and doing that requires lots of dumpster diving time .
Last edited by RandomCasualty2 on Mon Mar 30, 2009 11:19 pm, edited 2 times in total.
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Post by PhoneLobster »

RandomCasualty2 wrote:Because PCs don't necessarily know where the campaign is going,
This is an important aspect of the Frank-RC plan here, and in various other of Franks more recent "descent into madness" strategies.

Mere players do not influence the nature of the campaign or the encounters they have. The campaign WILL be 50% sailing, 50% farming, players will NOT try to influence that in favour of their specialities or preferences, they will not negotiate and strategise and manipulate the terms on which encounters happen in any way.

The Designer's divine vision and distribution of encounter types is immutable, even the GM may not be given the option of players encountering specialists on their own turf.
And because there's only that one encounter, there's no chance to even out.
And here is the other assumption. That the PCs "even out" thanks to other encounters.

They don't. There is no room for "bad" encounters. If you are allowing bad encounters into the game with the justification that there will also be some "good" ones you are wasting my fucking gaming time with bad encounters.

And if the PCs TPK because your challenge rating system is level based and doesn't account for the fact that none of THEIR abilities are applicable then that one encounter ended the characters careers and the game as a whole. There ARE no other encounters to even out with. EVERY individual encounter is important in it's own right.
When the DM writes the dragon's abilities, he knows which will be useful and which won't, because he knows the circumstance of the encounter. And when that encounter is over, the dragon is dead.

So unlike with PCs where the quest could very well take them outside their usual terrain comfort zone, NPCs are almost always assured to be optimized for their terrain.
And if your encounter and context based challenge rating system allowed you to measure that and compare it to the PCs then that is FINE.

Indeed, ideal.

While your alternative (as much as its vague outline barely exists) is what?

That you just CAN'T take PCs out of their comfort zone and NPCs are never allowed on their own home turf?
Thymos
Knight
Posts: 418
Joined: Thu Feb 12, 2009 5:02 am

Post by Thymos »

Hey everyone, let's stop using 3.x for time it takes to create a character. I don't think anyone disagrees that their character creation is less than optimal. If you do think 3.x is a prime example of good character creation, then please point it out that you disagree with me.

I also have to call BS on Players being created in a void RC2.

If I'm making a sailing campaign, I'm going to tell my players. If I make a campaign that's about investigation with little combat, I'm going to tell my players. If I make a campaign that's a Monty Haul, I'll tell my players. I'm not going to let a player make a horribly optimized character. If you pull this kind of dickery, like letting someone make a social character in a Monty Haul game, well, kudos to you I hope your happy.

Also, those problems about NPC's being too optimized depend on the system. It isn't always the case that being specialized will make you better. If you put vertical output restrictions, then being even more specialized won't really help very much (If all you can put into sailing is +5, then having an extra 5 skill points to spend won't be capable of making you a better sailor).

From your arguments I've realized that it's not always best to make NPC's as you make PC's, like in point buy or systems where making characters takes hours. I still think if it can work then we should use it though (roughly). No point in balancing two systems if we only need to balance one.
RandomCasualty2
Prince
Posts: 3295
Joined: Sun May 25, 2008 4:22 pm

Post by RandomCasualty2 »

PhoneLobster wrote: They don't. There is no room for "bad" encounters. If you are allowing bad encounters into the game with the justification that there will also be some "good" ones you are wasting my fucking gaming time with bad encounters.
If you're a fire mage, sometimes you're going to get attacked by shit that is immune to fire, and not a heck of a lot you can do about it besides try to run away.

And just because one PC sucks that battle doesn't mean the other PCs can't handle that fight. It just means that that particular character isn't as effective. It's why PCs diversify their talents, so you'd have a swordsman, a fire mage and an enchanter. So if you run into something that's mindless, you can sword it or burn it.

While your alternative (as much as its vague outline barely exists) is what?

That you just CAN'T take PCs out of their comfort zone and NPCs are never allowed on their own home turf?
I don't even know what you're saying here.
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