If you want to avoid hyperspecialization, avoid classes.
Joel Send a noteboard - 18/09/2012 07:36:43 AM
I seem to disagree with every one of the opinions you've presented in this topic, so I kinda expected it .
I've always found that levels make more sense because it makes progression less overspecialised. Even if you're not focused on a specific facet of adventuring (or whatever activity the campaign/setting revolves around), you're still going to learn a bit just from doing it all the time. In pretty much any system, though, you're never going to be able to do it as well as someone who is specialised in it - which means that such skills are essentially pointless since games are intended to challenge the players and anything feasible by the less skilled characters would be ridiculously easy for the specialised character to accomplish. So in a point-based system, learning to do anything beyond your specialisation is a waste of points that could have been used on something worthwhile. Thus, hyper-specialised characters. And that makes no sense to me.
I've always found that levels make more sense because it makes progression less overspecialised. Even if you're not focused on a specific facet of adventuring (or whatever activity the campaign/setting revolves around), you're still going to learn a bit just from doing it all the time. In pretty much any system, though, you're never going to be able to do it as well as someone who is specialised in it - which means that such skills are essentially pointless since games are intended to challenge the players and anything feasible by the less skilled characters would be ridiculously easy for the specialised character to accomplish. So in a point-based system, learning to do anything beyond your specialisation is a waste of points that could have been used on something worthwhile. Thus, hyper-specialised characters. And that makes no sense to me.
*shrugs* Picking up new skills in GURPS was always hideously expensive, and should be, because it is the difference between the autodidact learning on the fly and a youth intensively training, usually with a tutor. No, an active character will probably never be as good with a newly acquired skill as one that began with it, but in the real world a 40 year old who has never held a football will never be able to throw, catch or run with it as well as a 20 year old who has been playing since his Pop Warner days. By the time the older person has spent as much time on it as the younger one he will be pushing 60, and still not have invested that time when his brain was far more plastic and his muscles still growing into shape.
On the other hand, skills a character has at creation can be developed as much or as little as any other, though it does take longer because, once again, it is not being done intensively in a controlled environment with a tutor. One of the strengths of GURPS, IMHO, was that it discouraged over-specialization in anything except primary weapon skills (which I think we can agree characters in most campaigns will want to hone anyway.) I have made many (probably most) characters with dozens of skills, often investing a single point, or even half a point, because I knew I would need many of them, and spending even minimal points both avoided the costly penalty of having to use a default (which in a few cases, mostly technical skills, is not even an option) as well as allowing the opportunity to further improve them later. On the flip side, since defaults ARE available in most cases, skills seldom used could be safely ignored without making the character incompetent, particularly for characters with high scores in the DX and IQ on which all skills are based.
One of my friends has gotten really into the White Wolf system, and I've realised there's only one way to make characters for that: max out all the skills you can at creation, and leave the rest blank. Trying to design a balanced character will only lead to overall mediocrity.
I was rather averse to White Wolf from its debut with the Storyteller system, which minimized dice to the point of being a "rules optional" system. It presaged modern message board "roleplaying" where characters can do anything moderators permit. That sounds nice until one recalls the prevalance of munchkins and realizes that the absence of rules and dice produces players stating their characters picked up a Chevy and hit an opponent with it, forcing the GM to say, "No, you cannot do that, because your character 1) is NOT in a supers campaign and 2) IS in 13th Century France." So, yeah, I do not expect much from White Wolf, but consequently do not consider their institutional failures an indictment of other systems that happen to share some common features.
Say you start off an Exalted character with attributes scores of 3-3-3 in one category, it would take you 28 experience points to get to 5-3-3. But if you start off at 5-3-1, it will only take you 12 experience points to reach the same attributes. You could actually sacrifice two points and start off handicapped at 5-1-1 and it would still take you only 24 experience points.
The minimalist attributes in GURPS largely defeat that sort of thing; there is no such thing as a "dump stat," and even marginal attempts at finding them have hazardous consequences. All skills are based off IQ or DX, so characters need high scores in both, though fighters can get by with relatively low IQs (thieves cannot, because things like appraisal, streetwise and trap detection are based on IQ.) However, one cannot shirk ST, because most weapon damage is based on it (it is a little more negotiable in high tech campaigns where weapons are more than just levers for the wielders strength.) The only other stat is HT—but that is a characters hit points, so skimping on it is a REALLY bad idea, especially since it does not go up with experience (unless, as with all attributes, one is willing to pay double price to raise it, but with only a few character points per campaign and attributes starting at 10 points, then climbing quickly, that is seldom feasible.) That is one of the many things I like about GURPS: No matter how long and successfully you a play a character, a .45 slug to the temple will kill him just as effectively as on the day you created him.
So most characters increase DX as much as possible, unless they are mages, in which case they increase IQ as much as possible because spells are Mental Hard, or in some cases Very Hard skills, and grimoires are built with prerequisites. Though there are a couple ways to get to Fireball, both require, IIRC, learning four spells first; fortunately Shape Fire and Create Fire have obvious utility in themselves. Few of any type of character will have a ST more than 2 points below normal, and HT even 1 point below normal is uncommon; 2 points is unheard of, for obvious reasons.
Fighters and thieves still cannot afford to be complete morons, because Survival, Streetwise, Fasttalk, Appraisal etc. all default to IQ, and Will/Fright checks use IQ. Mages cannot afford to be completely clumsy, both because a few critical skills (most notably Spell Throwing for missile spells and Flame Jet for spray spells) are DX based, as are all weapon skills (GURPS mages can be quite competent with weapons, though the need to build up spells limits the points available for other skills.)
Classes are something else entirely, and many of my homebrewed mods do away with them. But levels are definitely my favourite mode of progression, of any I've used.
I prefer skills and character points, but done right; I think GURPS, at least in 3rd edition, did a pretty good job (I have not tried and cannot vouch for 4th edition.)
As for naked fighters slaughtering kobolds, I really can't say anything about that without a context. It could be awesome or it could be terrible, but if it's the latter, it's probably the DM's fault.
You surely know AD&D 2nd ed. rules well enough to know what I mean:
A 10th level fighter has 10d10 HP, so even without a Con bonus he has about 55HP on average, 10 THAC0 and is AC 10 naked (assuming no Dex bonus.)
Kobolds are 0.5 HD creatures, so a dozen have about 20 HP total, 20 THAC0 and are AC 7 (I will be generous and give them studded leather.)
The fighter will be specced at LEAST once in bow, so he gets 5/2 at 10th level; he will drop half the kobolds in the first two rounds unless he rolls a 1 for damage (if he melees with his sword he will be sweeping them and it will be equally bad.) In that time they should hit him for about 10d6 worth of damage, leaving him with 20 HP facing 7 kobolds. He wastes a couple more and they hit him for 10 HP; then he wastes three more and the last 5 hit him for 3d6. That might be enough to finally kill him; if not, his two attacks the next round will finish off the last of them.
If a single stark naked 10th level fighter faces a dozen kobolds he has about a 50/50 shot of killing them all. An average fighter would be more than slightly wounded, but that also unrealistically assumes he has no Con or Dex bonus; if he has even a 16 or 17 in either the kobolds' plight is hopeless unless they get perfect roles.
In GURPS, the fighter probably has no more than 13 HT, MAYBE 15 if he sold out on and dumped a hideous amount of points into it over years of real time. It does not matter, because the puny kobolds will swarm and shred him in the first round regardless, as they should. No naked person wins a 12 on 1 melee with weapons.
EDIT: Also, I hated Icewind Dale, so you'll probably love it . I would describe it as Diablo II with less story and using 2nd Edition AD&D's byzantine ruleset, both being things I thoroughly despise, but you probably love .
I tried playing it a few times, and every time I reach the part with the Fire Giants I realise I have no idea where I'm going or why, except forward because that's the only accessible area I haven't explored yet. That's pretty much where I stop playing.
I tried playing it a few times, and every time I reach the part with the Fire Giants I realise I have no idea where I'm going or why, except forward because that's the only accessible area I haven't explored yet. That's pretty much where I stop playing.
I like AD&D 2nd ed. rules primarily for the nostalgia effect, and because I know them well enough to abuse the Hell out of them min/maxing characters (which I try to avoid in genuine roleplaying, but AD&D was always hack and slash, and so is PC gaming, so I play with that in mind.) I nothing about Diablo except that it is a computer game; like I say, I am not really much of a computer gamer. I mainly play games that I loved on tabletop (I downloaded a really nice online version of Axis & Allies a couple years ago) and Madden, though I suppose Civ I&II count as non-pen-and-paper inspired games if you believe Sid Meiers claims he never heard of the Avalon Hill game (which I do not.)
Honorbound and honored to be Bonded to Mahtaliel Sedai
Last First in wotmania Chat
Slightly better than chocolate.
Love still can't be coerced.
Please Don't Eat the Newbies!
LoL. Be well, RAFOlk.
Last First in wotmania Chat
Slightly better than chocolate.
Love still can't be coerced.
Please Don't Eat the Newbies!
LoL. Be well, RAFOlk.
This message last edited by Joel on 18/09/2012 at 07:40:49 AM
Baldurs Gate Enhanced Edition: Edit 2 with added video & launch delay
07/09/2012 09:48:16 PM
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!!!!!
07/09/2012 10:49:47 PM
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I played the hell out of BG2, but only played BG1 once
08/09/2012 06:07:15 AM
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BGI is a lot more fun because a lot more challenging, IMHO.
08/09/2012 02:33:17 PM
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*revelation*
08/09/2012 05:45:28 PM
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You need not be behind them to assassinate (the high level thief ability.)
08/09/2012 06:04:31 PM
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ahh yes i remember, every hit is a backstab for 30 seconds or something.
08/09/2012 07:07:12 PM
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Right; it is pretty much an instakill, considering the multipliers at the level it becomes available
08/09/2012 09:03:47 PM
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fireballs are so epic in BG1
08/09/2012 05:41:34 PM
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I disagree about it being the only good third level spell;lighting bolt and haste are also excellent
08/09/2012 06:26:08 PM
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Yeah, I loved Lightning Bolt.
08/09/2012 06:44:59 PM
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it was such a liability
08/09/2012 07:11:36 PM
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Bouncing is what makes lightning bolts great, because you get to hit people more than once.
08/09/2012 08:59:10 PM
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There's an unfortunate Wizard in the Firewine Bridge Ruins...
09/09/2012 12:58:18 AM
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Oops.
09/09/2012 01:43:23 AM
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that's why BG1 was so awesome. exploration=rewards
09/09/2012 09:09:22 AM
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For sure; it made additional playthroughs fun even after beating the game.
09/09/2012 04:48:40 PM
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Also, FB and Skull Trap are also almost interchangeable until 10th level, but ST damage is uncapped.
09/09/2012 02:02:17 AM
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Multi-player was actually pretty simple if you just used it to create your whole party.
08/09/2012 02:19:35 PM
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well yeah, because there was no connection to figure out
08/09/2012 06:59:49 PM
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Right; I was never a big multiplayer fan anyway, but customized parties were nice
08/09/2012 08:53:45 PM
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Where's the fun in having a customized party and losing all the character interaction, though?
09/09/2012 04:03:10 PM
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I dislike most of the BG NPCs anyway, so I do not much feel the lack.
09/09/2012 04:45:12 PM
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Re: I dislike most of the BG NPCs anyway, so I do not much feel the lack.
10/09/2012 01:23:44 PM
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Suggestion since you're not using the NPCs anyway...
15/09/2012 11:34:28 PM
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That is a good thought; I never played IWD.
16/09/2012 03:31:01 AM
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Where did you think I just got it?
16/09/2012 04:39:43 PM
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How would I know you just got a game released in the late nineties?
17/09/2012 06:57:19 PM
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Re: How would I know you just got a game released in the late nineties?
17/09/2012 11:08:09 PM
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I still like GURPS' character points best.
17/09/2012 11:40:12 PM
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Heh, I'm not surprised.
18/09/2012 01:47:55 AM
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If you want to avoid hyperspecialization, avoid classes.
18/09/2012 07:36:43 AM
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I've never played GURPS, so I don't know how its system works.
18/09/2012 03:32:21 PM
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I recommend it, but it is a bear to run.
19/09/2012 03:37:19 AM
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Re: I recommend it, but it is a bear to run.
19/09/2012 08:35:24 AM
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It is the difference between "what if...?" and "whatever...."
19/09/2012 10:58:31 PM
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Re: It is the difference between "what if...?" and "whatever...."
20/09/2012 12:31:10 AM
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AD&D cannot avoid one-sided encounters without restricting epic characters to epic encounters.
24/09/2012 05:53:39 AM
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Re: AD&D cannot avoid one-sided encounters without restricting epic characters to epic encounters.
24/09/2012 07:03:39 AM
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Things are a little different if you are the GM, yes.
24/09/2012 08:33:23 AM
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Re: Things are a little different if you are the GM, yes.
24/09/2012 07:24:51 PM
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My point is no one should be at any level.
25/09/2012 01:23:21 AM
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Re: My point is no one should be at any level.
25/09/2012 03:41:42 AM
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I know no more about AD&D 3rd Ed. than I retain from skimming the book a few times in a store.
25/09/2012 05:16:49 AM
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Re: I know no more about AD&D 3rd Ed. than I retain from skimming the book a few times in a store.
25/09/2012 06:05:39 PM
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26/09/2012 08:12:05 AM
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26/09/2012 05:48:34 PM
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27/09/2012 10:26:16 AM
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27/09/2012 05:23:13 PM
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I did not realize how awful classes were until liberated from them.
28/09/2012 12:49:14 AM
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Re: Things are a little different if you are the GM, yes.
24/09/2012 08:45:05 PM
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I thought Yrrth a perfectly fine game world; obviously anything less generic requires some effort.
25/09/2012 12:14:09 AM
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GURPS and TV Tropes are a natural fit, so I will throw in a link to their page on it.
19/09/2012 03:50:37 AM
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I can't speak for IWD I, but II is okay on the story front so far.
18/09/2012 06:36:16 PM
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I've still only played about 4 hours of BG1
08/09/2012 03:59:49 PM
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If you have not yet, you should look into the Weidu mods.
08/09/2012 06:12:20 PM
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But what's the point in playing the game if you don't use the NPCs?
08/09/2012 06:47:38 PM
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Not having a bunch of potentially useful but AI ruined incompetents constantly fumbling.
08/09/2012 08:55:53 PM
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Yeah, but optimising the whole group sounds ridiculously easy.
09/09/2012 01:03:51 AM
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Well, there are always mods for that.
09/09/2012 01:37:42 AM
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For talking to pretty much anyone, really.
09/09/2012 03:20:29 AM
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True.
09/09/2012 03:46:24 AM
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Well, I usually don't have thieves in my party.
09/09/2012 04:56:21 AM
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there wasn't a good enough thief option in bg2/ToB
09/09/2012 09:15:21 AM
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I noticed that also; another argument for creating a party via MP even if you move it back to SP.
09/09/2012 11:45:12 PM
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Just how many thieves do you even need?
10/09/2012 06:22:58 PM
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You can get by with half a thief, yeah, but it forces you to forego maxing out some thief abilities.
10/09/2012 06:47:48 PM
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Any suggested parties for beginners? *NM*
10/09/2012 01:13:38 AM
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I am completely stoked about it.
10/09/2012 07:07:09 PM
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TotSC made BGI a LOT more fun.
10/09/2012 07:46:03 PM
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all the kits/races/dual wielding etc will be available in bgee
11/09/2012 09:02:35 AM
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Ah; nice.
11/09/2012 06:57:14 PM
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i'm not sure they were even state of the art at the time
12/09/2012 09:26:05 AM
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Remember, BGI was released only about two years after Doom.
13/09/2012 12:05:11 AM
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If by "two" you mean "five," then yes. DOOM was released in 1993.
13/09/2012 03:22:58 PM
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Ah, 1998. The golden year. Ocarina of Time. Starcraft. Half-Life. *NM*
13/09/2012 04:16:21 PM
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That just reminds me of how sad it is that StarCraft died this year . *NM*
13/09/2012 11:55:28 PM
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Fair enough; I was thinking of Doom in terms of when I started playing it and Doom II (1995.)
14/09/2012 03:56:50 PM
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I don't mind the graphics in it
12/09/2012 04:38:47 PM
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Good, me neither, but I have heard others criticize them.
12/09/2012 11:51:16 PM
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I used the PS3 web browser as my primary browser for about 3 months
13/09/2012 01:13:22 PM
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*nods* I suspected as much, but had no first hand experience confirming it.
14/09/2012 04:03:15 PM
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I'm going to ask this here rather than start a new topic as its somewhat related.
10/09/2012 07:42:32 PM
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And it now has been delayed till Nov *NM*
15/09/2012 03:52:41 AM
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On another note, shame on all of you for not telling me Jon Irenicus is Ra's Al Ghul
15/09/2012 04:19:21 AM
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