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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 04-16-2012, 12:49 AM   Top  -  End  -  #1
SamBurke
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Default Yo, DM, I Heard you Liked Immersion

Immersion


COMMENTARY:
So, let's talk for a bit. There's a huge problem involved with roleplay, and, especially, the beginning of it: teaching the game. It took me weeks of studying the SRD to understand what was really going on with the game I was playing, and that was fast compared to my failures at other systems. I'm sure no one else has that problem.

What makes sense, though, to start with? After a bit of analysis, I figured you should start with whatever's important. If your game is an exercise of the mind and builds, then, by all means, start with rules and such. But if, on the other hand, your game is about characters, story, or a world, then I think that just doesn't cut it. The way to start is to start with the narrative.

This has a few added benefits: first, new players are automatically hooked. We all love stories, so, it makes sense that a player will pay attention when, instead of being told numbers, they are told that they're being attacked.

Secondly, it will allow the teaching process to be more organic. This is beneficial because it gives better comprehension and, as the title would suggest, more immersion in the game.

In discussing Welkanair's new game, Fourth Land, I realized that using his "Progressive Start" Idea would do precisely what I've outlined above. So, without any knowledge of how his idea actually works mechanically, I'll try to give the principle a go for Pathfinder.


Principle
COMMENTARY:
Let's start by discussing the basic idea behind the system: how you describe your character should be how your character is, and your description is the easiest way to build said character. Conform the classes to your character, rather than your character to the classes.

So, your character is defined by a list of words: perhaps twenty, perhaps thirty. As one commentator said, the alternate title here could be: "Yo, DM, I heard you liked adjectives."

Here's the kicker of the system, the main way of gaining XP: not by killing stuff. At least, not necessarily. You gain XP by doing things, not killing things. Here's why: in real life, you're more likely to gain deep insight into life from talking to people, or perhaps contemplation, or even just looking at art. It makes sense, then, that if these things would trigger a character, then, they would give them XP.

Each of those twenty or thirty adjectives, then, describes the character: and, potentially, can give them XP. Any time a player plays his character in character, he is rewarded. This is important, because it will force all players to adhere to their basic personalities. In other words, if a character has "Honorable" as part of their Morality Keywords, then, whenever they perform an honorable action, they get XP (Equal to their "class level," something which will be discussed later).

Character Advancement
Experience. Experience Points. If there is anything, anything, that more ruins the immersion, it's XP. Besides the fact it doesn't get given at times that make sense (as discussed above), nor in ways that make sense, it just plain doesn't display character development.

So, let's rework XP for a bit. Experience is given at opportune moments: either plot twists, plot revelations, or other important arcs, OR, character advancement, as mentioned above. XP is also going to be divided by 50. Why? Because just adding tons of points just complicates things unnecessarily, and the only reason for it is to emphasize numbers over characters, we'll just cut things down. Each time you get an XP award, it is merely your "class level."

But how do we define class level in a system which is classless? Well, every story has ups and downs, arcs and chapters. Each time there is one of these, the "class level" of the entire party goes up, as a way of defining how close they are not only to the end, but how far they are in development as characters and people.

Character Creation

So, let's say you're introducing a new player to Pathfinder (or, at least, this hacked up version of it). Let's start, then, with a blank. A nothing.


That's how you start the game. A blank piece of paper. No character sheet needed.

Attributes
Personally, I think the best way to create a character is to ask a player what they want to play. Have them describe who their character is, what he does, what he wants to do.

Now let's make a list of a few words that might describe someone, and look at them a little.

Constitution
Sickly
Fragile
Weak
Average
Sturdy
Buff
Tough
Juggernaut

Say that the character the new player imagined was a powerful warrior, capable of dealing blows. They'd probably choose somewhere around the buff level. Now, let's reveal to them what those words mean in mechanical terms:

Constitution:
Description Points Attribute Score
Sickly -3 4
Fragile -2 6
Wimpy -1 8
Average 0 10
Sturdy 1 12
Buff 2 14
Tough 3 16
Juggernaut 5 18

So, now, in the natural description of their character, they've already got their first character attribute! Fantastic! But what about the rest?

Well I'm glad you asked. Let's make a few more lists to examine the rest of the physical attributes.

Strength
Disabled
Anemic
Weak
Average
Well-built
Strong
Muscular
Olympic

Re-examining this tough character with your player, ask about this last table: they're probably going to look up toward the top of the table again: Olympic sounds good. Revealing the mechanics is easy, as well.

Description Points Attribute Score
Disabled -3 4
Anemic -2 6
Weak -1 8
Average 0 10
Well-built 1 12
Strong 2 14
Muscular 3 16
Olympic 4 18

So your new player is already getting a handle on the system: his buff Olympic guy has an 18 in this Strength stat, and a 14 in that Constitution one. What about how fast he moves and stuff like that? Well, just ask him to describe it! Simple as that.

Dexterity
Crippled
Clumsy
Slow
Average
Quick
Speedy
Lighting
Precognizant

Well, this new character isn't absolutely the best, but being in the wars did get him going pretty good... let's call him quick, then.

So, step back for a moment: this quick, buff, Olympian soldier is a pretty cool sounding character already. Besides that, he has half of his attributes set, and that just took a short description of him. Of course, all veteran DMs are asking the question now: how on earth is this balanced? Well, now's the time to talk to your players and get them on the same playing field: everyone has strengths and weaknesses.

Perhaps you've been wondering about those the point column for each of the attributes so far: what are those for? Each character gets 5 points, which works out to roughly 15-18 for PF's point buy system (here), within the range of normal to high fantasy. More points can be given if needed.

Let's ask your player what he wants, now: he's got a quick, buff, olympic character. What about, say, this guy's brains?

Intelligence
Slow
Dumb
Dull
Average
Bright
Smart
Brilliant
Genius

Well, here we have to start making some choices... he can be a generally average fellow, but, we've already used up a good deal of points. 5 on strength, 2 on Constitution, 1 on Dexterity... That means he's three points over where he needs to be. However, that's ok, because the character really isn't based on being a genius, so he's just average. Well, what about his sagacity? Can that be dropped a bit? Well, by now, your player knows the drill. To the list!

Wisdom.
Dim
Rash
Impulsive
Average
Rational
Shrewd
Wise
Sage

Again, think about which he is, and then examine the score. Hm... Rash seems pretty good for a warrior. Fearless, brave, courageous.

As I'm sure we know, he's got a 6 in Wisdom now. Let's put the table on again, just to compare.

Description Points Attribute Score
Dim -3 4
Rash -2 6
Impulsive -1 8
Average 0 10
Rational 1 12
Shrewd 2 14
Wise 3 16
Sage 4 18

So, now, he has one too many points, and only one last stat... let's see what we can do. How influential, charismatic, is this soldier?

Description Points Attribute Score
Sociopathic -3 4
Antisocial -2 6
Gruff -1 8
Average 0 10
Friendly 1 12
Charming 2 14
Influential 3 16
Beguiling 4 18

Well, Gruff stands out for this character: his experience in the army has given him some tough experience, which effects his interactions with others. Well, now, we have 5 points used: let's look at who we've made in this five minute session.

We have a gruff ex-soldier, hardened by his experiences in life. Nevertheless, because of the war, he's got quick reflexes and a tendency to run into battle whenever needed. Despite this, his incredible strength and toughness keep him safe as he kills his enemies.

Wow. Now you tell me that you've gotten that statted in five minutes. Besides that, it's easy, and pulls people directly into the game by forcing them to describe their character, and, by doing so, creating backstory and context, as we've already done. Not bad.

Problem is, what if a character isn't gruff, maybe, more of a quiet, reserved, person? Can that be described here too? You bet. Let's compile a few things, and add a few adjectives (I told you I loved them, right?)


StrengthDexterityConstitutionIntelligenceWisdomCharisma Points Attribute
Weakling, Disabled, IncapicitatedSloth, Crippled, HandicappedFrail, Deathly, AilingCrude, Dense, Dumb Daft, Foolish, ObliviousUnintelligible, Disturbing, Unsettling-34
Wimp, Anemic, DecrepitBadger, Clumsy, Ungainly Temperamental, Fragile, DebilitatedThick, Simple, UnlearnedRash, Thoughtless, ImpulsiveUncivil, Invisible, Antisocial-26
Waif, Weak, TiredKlutz, Slow, ImpairedSoft, Wimpy, DelicateFool, Vapid, IgnorantSheepish, Foolhardy, ImperceptiveGruff, Quiet, Unnoticeable-18
AverageAverageAverageAverageAverageAverage010
Toned, Well-Built, Muscular Cat, Quick, SpeedyTough, Durable, StoutSharp, Clever, BrightSound, Sensible, PrudentFriendly, Appealing, Attractive+112
Strong, Robust, BrawnyRabbit, Fast, Agile Sturdy, Buff, Rugged Cunning, Learned, AstuteCareful, Perceptive, WatchfulInfluential, Charming, Alluring+214
Beefy, Muscular, BurlyFox, Lightning, FlashResilient, Durable, Industrial-StrengthBrilliant, Highly Intelligent, KnowledgeableWise, Experienced, ShrewdManipulative, Captivating, Magnetic+316
Mighty, Olympic, LegendaryViper, Precognizant, FleetImplacable, Juggernaut, UnstoppableGenius, Scientific, IntellectualSage, SapientSeductive, Influential, Prominent+418


All this, then, gives us a great place to start. But, that begs the question: can it be done with classes? Let's find out.
__________________

Quotes:
Spoiler

Gaming Stuff:
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Campaign Log: Heroes and History, a Superhero's Tale.

Last edited by SamBurke : 08-31-2012 at 05:47 PM.
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Old 04-16-2012, 12:50 AM   Top  -  End  -  #2
SamBurke
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Default Re: Yo, DM, I Heard you Liked Immersion

Chassis
-This is actually my fourth attempt to get these bad boys written into the system: it's just going to be tough. Also, life has a nasty uppercut. Nasty.-


Let's talk about DnD for a moment: it pretty much *is* the class system. It really started it, created the driving urge to have classes. Honestly, it's done more to affect RPGs (yes, even video games) than anything else in the last forty years.

So, then, let's take that wonderful history of straight advancement and smash it on the ground like a Justin Beiber record, and work on another way. Why? Because we want to build a character precisely the way we want to. AND because this way, we can balance things much easier.

Saves

Let's start with keeping another staple of DnD: Saves, BAB, and Skills.

There are Three types of saves: Good, Middle, and Poor. Same goes for BAB and Skills.

Save Cost
Good 3
Middle 2
Poor 1
By way of Comparison, Fighters have two good saves and two poor ones. Wizards have one good and three poor. So, then, how do we balance it? Well, a tradeoff. The points during Chassis Creation carry over into the actual class. Overall, a character gets 10 points for the Chassis, allowing for a large amount of alteration to fit their character. Of course, how would character creation continue without a large table full of adjectives?

Reflex Fortitude Will Attack Skills Price
Unresponsive Unhealthy Weak-minded Thinker Specialized 1
Average Average Average Average Skilled 2
Lightning Rugged Determined Warrior Jack of All Trades 3

Descriptions Skill Points Cost
Specialized, Focused, Laboring 2 1
Skilled, Proficient, Experienced 4 2
Jack of All Trades, Talented, Deft 6 3


As usual, of course, this table is subject to change. Will Saves, especially, cover so many different things (Seeing through illusions and as well as resisting mind domination) that it's hard to give them an adjective.

So, then, let's build a chassis for the character we worked on before: we know he has the following stats.

Ability Score Stat
Strength 18
Constitution 14
Dexterity 12
Intelligence 10
Wisdom 6
Charisma -8

Now, Here's examples of the various Saves: Good, Bad, and Ugly. Or, in this case, Good, Medium, and Slow.

Saving Throw Progressions
LevelGoodMediumBad
1st+2+1+0
2nd+3+1+0
3rd+3+2+1
4th+4+2+1
5th+4+3+1
6th+5+3+2
7th+5+3+2
8th+6+4+2
9th+6+4+3
10th+7+5+3
11th+7+5+3
12th+8+6+4
13th+8+6+4
14th+9+6+4
15th+9+7+5
16th+10+7+5
17th+10+8+5
18th+11+8+6
19th+11+8+6
20th+12+9+6


Besides that, let's give him a name. It's not mandatory, but, by now, he's got backstory (gruff, impulsive, veteran). Let's call him Awesome McBadass.

So, Awesome Mc Badass needs to know what sort of defenses he has. Let's look at that table above, and apply them to the character. Clearly he's a warrior, so he'll get full BAB (3 points). He's quick and tough, though, so let's go with medium progression on both of those (2 each, so 4. Total now is 7). What about his will save? Well, he is a fairly rash person, so being a little less strategic about his thinking makes sense, so we'll go with poor (1). Total is 8, completely perfect.

Awesome McBadass is is ready to go.

Only... he can't do anything. He needs Class Skills, and then a few abilities.

So, how do we assign class skills? If you guess, you get a cookie! Actually, no you don't. Because it's obviously a big table full of descriptive words and point values.

How do you figure out where you get your points? Glad you asked. Go ahead and look at the above table of Skills Per level, and multiply it by Three. There you go!

Skills

Description Skill Point Cost
Acrobat, Daredevil, Athlete, Escape Artist, Bullied Acrobatics 2
Worker, Miner, Sailor, Climber, Swimmer, Mountain or Sea Dweller Athletics 2
Liar, Cardshark, Rogue Bluff 3
Talker, Empath, Businessman, Politician, Knight Diplomacy 5
Smith, Thief, Trapper, Tinkerer Disable Device 1
Con Artist, Makeup Artist, Actor Disguise 1
Wizard, Arcanist Fly 1
Woodsman, Herder, Naturalist, Knight, Rural, Nobility, Ranger Handle Animal 1
Warrior, Veteran, Thug Intimidate 3
Adventurer, Architect, Miner Know: Dungeoneering 1
Builder, Artist Know: Engineering 1
Cartographer, Traveler, Connoisseur, Map-reader Know: Geography 1
Historian, Up-to-date, Investigator Know: History 1
Local, Wanderer, Pilgrim Know: Local 3
Knight, Courtier, Politician, In-the-know Know: Nobility 1
Cultist, Wizard, Loremaster Know: Planes 3
Priest, Cleric, Explorer Know: Religion 3
Translator, Multi-Cultural, Globe-walker Linguistics 1
Sentry, Observant, Wary Perception 0
Bard, Poet, Street Performer Perform 1
Insightful, Guard, Investigator, Priest Sense Motive 2
Illusionist, Pickpocket, Ledgermain Sleight of Hand 1
Scientist, Dabbler, Mage, Intellectual Spellcraft 10
Urchin, Thief, Poacher, Hunter, Assassin Stealth 3
Outdoorsman, Huntsman, Traveler, Doctor, Herbalist, Naturalist, Druid Survival 3
Shop Owner, Businessman, Hobbyist, Worker, Tradesman, Employed Trade 0

Skill Changes:

INTIMIDATE:
-Intimidate: The intimidate check is now Charisma PLUS (+) Constitution and Strength. It is recommended that the total skill check be moved upwards by about 5 from printed DCs.

TRADE:
Trade now includes all aspects of normal NPC life: Craft, Profession, and Appraise.

ATHLETICS:
Combining both Swim and Climb here, which are used as normal.

HANDLE ANIMAL:
Handle Animal now contains both Handle Animal proper and Ride, due to the necessity of knowing your animal in riding.

SPELLCRAFT:
Spellcraft, the most expensive skill by far at Ten SkP, combines Spellcraft, Knowledge: Arcana, and Use Magic Device's traditional uses.

SURVIVAL:
Survival now includes three skills: Survival as before, as well as Heal and Knowledge: Nature.
-Heal: Heal now allows you to gain more HP per day, if applied correctly. The DC is 32 (-) Target's Constitution Score. For every three that you beat the DC by, you give the target an additional 1/2 Class level HP gained. You may take 10, unless rushed, but may not take 20.

Skill Advancement
COMMENTARY: As mentioned before, this game's main advancement is through roleplay. In other words, out of the Narritivist/gamist/simulationist trichotomy, this is all about the narrative. Let's take an example of one of the most critically acclaimed games of recent years, Bethseda's Skyrim. The progression is smooth, and IMMERSIVE. See, when you pick one lock, you get better at picking other locks. Your skill at picking locks doesn't get increased when you fire a bow at something, or stab it, or use magic, or anything like that. And that's how it should be. So, skill advancement works similarly.

MECHANICS: When you use a skill, you have a chance of advancing it. If you decide to take 10 or 20, you do not advance a skill, because you're merely doing the activity mechanically, without thought. However, when you use the ability, and succeed, you roll a dice. If the roll is the maximum number for the dice or above (4+ for D4, 20+ for d20, etc), then you advance the skill one step up.

However, it is not always easy for a hero. As you get more skilled, the skill curve gets steeper.

The way to do it is simple: using online dice rollers, you can have any number dice you like. Thus, the number of the dice is the number of the next level. In addition to this, you still get skill points according to investing, as before, though they are less common.

Finally, a bonus is given to any character rolling, from one half of the ability associated with that skill, rounded up. A second bonus of +1 is given to anyone who invested that ability as a class skill.

Quote:
Originally Posted by EXAMPLE
Awesome McBadass decided that he wanted Survival +2, and invested in it. He makes two Survival Checks; one to determine if a rampaging Bulette was dangerous, and the second one to heal faster after it mauled him. Each time he makes these checks, he rolls, and fails. Since this seems like a pretty useful skill, he wants to level it up. So, the next time he can, he makes a survival check to see if a plant is poisonous. Sadly, he fails this.

On the brighter side, he can now make a Survival: Heal check to recover hit points, which allows him to roll a D3. The tension is thick: his -1 penalty from having a penalty to Wisdom is counter-balanced by his investment in it. Then, things look up! He rolls a 3, and now has Survival+3.
NOTA BENE: This does not apply to Perception, any skill that is used for your destiny abilities, or other skills at GM Discretion.
GMs, please be aware that there is a possibility that someone will try and cheat this system. If someone spams an ability, or such, then it may be necessary to limit or hinder the ability, or up the modifier. It is also recommended that less used abilities, such as Survival or Heal, be allowed to progress faster, or get a higher bonus.


Morality
COMMENTARY:
Anybody actually like the DnD system of morality? Anybody? Anybody? Beuller? Beuller?

Didn't think so.

With that out of the way, a serious analysis of such morality can come to light. Well, it makes sense to me that morality should be as open, and immersive, as anything else. Now, there are two ways to do this:

First, completely disregard any open system of morality. While this is appealing, and easy idea, it's not going to work, because that leaves a lot of spells with issues. So, we have to figure out a way that both makes sense, AND works with spells. Easy thing, right?

Second, develop a system that rewards the player for playing their character. As seen above, the Immersion Project is precisely that: you get XP when you play your character. So, how is it done? Well, DnD has given us a few useful things, which can be applied to its spells: The axes. Axises? Axese? The lines of movement for a character.

One last note: I've left off one of the components of alignment: EVIL. Well, that's for good reason. Whilst with this system, it wouldn't be difficult to set up, I don't believe that players should be encouraged to be more evil, ever. In addition, it just messes up things (for example, being both selfish and selfless at the same time, and getting XP for either one) That said, let's look at the remaining three components, and some keywords for them:

GOOD
Chivalry, Kindness, Protecting, Friendship, Generosity.

LAWFUL
Honor, Loyalty, Conformity, Unity, Respect, Tradition, Honesty.

CHAOTIC
Freedom, Independence, Progress, Science, Achievement, Pride, Personal Goals, Strength, Laughter.

A few further things must be noted:

GMs- This system can be abused, as it is based on the idea of roleplaying, which is subjective. Please, please, be careful, and allow latitude. The penalty for roleplaying against the character is there to prevent people from abusing RP or trying to game the system: do NOT set moral traps with XP penalties. Feel free to have moral choices, but do NOT penalize the players for your scenario.

PLAYERS- This system relies a lot on the honor code, and can be broken. Please don't.
__________________

Quotes:
Spoiler

Gaming Stuff:
Spoiler
Campaign Log: Heroes and History, a Superhero's Tale.

Last edited by SamBurke : 09-01-2012 at 01:01 AM.
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Old 04-16-2012, 12:52 AM   Top  -  End  -  #3
SamBurke
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Default Re: Yo, DM, I Heard you Liked Immersion

Destinies

Well, then, time to actually, FINALLY, get these bad boys up. Nothing I can do to stop it.

Absolutely nothing.

Since we have ourselves a character named Awesome Mc Badass, ex-soldier, now butt-kicker, we gotta have him DO stuff. But what stuff? Well, let’s lay out a few choices, shall we?

BUT WAIT! Can’t do that at all, until we have a system. Here’s how it works: everyone gets two character points per level: these can be used immediately, or saved for a few levels for better goodies. The idea here is to create roughly equal “feats” if you will: as they’re called here, Destinies.

Each destiny is theoretically purchasable at any level by any character, with a few caveats in the way of number of previous destinies purchased, similar to the way manuevers work in ToB. That means creating a gish or combination character is fantastically simple, following the more familiar -and more intuitive- “multiclassing” more prevalent in video games.

Quote:
Originally Posted by EXAMPLE
Awesome McBadass has got himself two points, at first level. He wants to get a few Destinies, and so looks through the list. He likes two that his GM his made: One about fist-fighting, and another about magical growth. Problem is, the one for enhanced growth costs all two points, and he really wants that fist fighting.

So, he decides to be a fist-fighter, telling himself he’ll get the other one later. Next level, he gets two more points -in addition to whatever extra points the gm may give for roleplay- which means he can buy the magic growth, and still have a point left over.

Lucky man.

All these possibilities and the open character design is counterbalanced by the fact that each player has incentive to get new things fairly often: they have to keep up, and do something new. It’s just human nature to get something now instead of waiting: bird in the hand, if you will.

NOTE: You'll find that most of these destinies are suspiciously similar to current system abilities. This is on purpose: I'm not re-inventing the wheel... OK, I am re-inventing the wheel. But I want this to look like Pathfinder and thus DnD when I finish. So Fury looks like Rage and Precision looks like Sneak Attack. They hopefully make more sense from an immersion perspective, but work the game in the same ways.

Martial Destinies

Berserker
A crushingly unstoppable force, a Berserker doesn’t need to protect himself, as none survive long enough for that. Those who ascribe to a Beserker’s Destinies are strong in battle, cutting down their enemies, with neglect for themselves. They rain blows with power, or skill, with stealth or speed or strength or allies, but they do the damage regardless.
Spoiler


Juggernaut
The undaunting strength of battle, each any who would stand between those whom he loves and danger is a true juggernaut. The one who defends, protects, and roars through death without a care in the world. Nothing can stop them, nothing can hurt them. Truly great warriors.
Spoiler


Twin Blade
A whirling, flashing, storm, each blade’s path matters but little in that deadly, deadly, dance it weaves, as each foe falls at his step.
Spoiler
__________________

Quotes:
Spoiler

Gaming Stuff:
Spoiler
Campaign Log: Heroes and History, a Superhero's Tale.

Last edited by SamBurke : 08-31-2012 at 07:20 PM.
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Old 04-16-2012, 12:53 AM   Top  -  End  -  #4
SamBurke
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Default Re: Yo, DM, I Heard you Liked Immersion

Implementation and EXTRAS!


This system is just a guide: as long as it helps to make your game more immersive, it's succeeded. Here are a few ways to help ease people in:

Describe Yourself, thanks to RealmsofChaos
Spoiler


Interviewing the Suspects:
Spoiler


Toapat provided this tongue-in-cheek method of generating a skill set, expanded on a little:
Spoiler
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Quotes:
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Campaign Log: Heroes and History, a Superhero's Tale.

Last edited by SamBurke : 07-20-2012 at 12:07 AM.
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Old 04-16-2012, 12:57 AM   Top  -  End  -  #5
Welknair
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Default Re: Yo, DM, I Heard you Liked Immersion

Quote:
Originally Posted by SamBurke View Post
That begs the question: can it be done with classes?
THIS is the question. This is the reason why I didn't immediately post my own.

Progressive Start works best with atomistic character elements - Ability scores being a good example. Skill points, and even feats could be done similarly. The real challenge is the CHUNK of classes.


And to have a true Progressive Start, at least the way I have it envisioned, you hand the players their papers and start right there. As the first game session goes on, they create their character sheets through the course of play. They may (And probably should) start with a basic idea of who they want to be, but the actual traits are chosen essentially on-the-fly.

A good example of this is the Nine Princes of Amber series, by Roger Zelazny. Or at least the start. The main character wakes up with amnesia, and has to figure out who he is. He doesn't know what he can do, how strong he is, etc., but as things go on he slowly figures it out. He's slowly filling out his character sheet.

You have a good start, and I'm eager to see what you do to add to it.
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Old 04-16-2012, 01:35 AM   Top  -  End  -  #6
Owrtho
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To be honest, I'd expect a system like the above would actually work best with a classless system. Mainly as that would allow you to pretty much tailor the character based on how you envision it, rather than having to shoehorn it into the closest approximate pre-set ability group you can find (not that there wouldn't be limiting factors with a classless system, just that there would be less). Not that I don't like classes, it just is that they aren't quite as well suited for this.

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Old 04-16-2012, 01:43 AM   Top  -  End  -  #7
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To be honest, I'd expect a system like the above would actually work best with a classless system. Mainly as that would allow you to pretty much tailor the character based on how you envision it, rather than having to shoehorn it into the closest approximate pre-set ability group you can find (not that there wouldn't be limiting factors with a classless system, just that there would be less). Not that I don't like classes, it just is that they aren't quite as well suited for this.

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The idea was originally meant for a classless system. Point System=Atomism.
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Old 04-16-2012, 02:07 AM   Top  -  End  -  #8
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It would be much better for classless, I know... I'd just have to develop a classless system, first.

While I do have an idea for a unisystem like that, I'm trying first to see if I can make more sense of Pathfinder, bless its soul.
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Old 04-16-2012, 02:15 AM   Top  -  End  -  #9
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It would be much better for classless, I know... I'd just have to develop a classless system, first.

While I do have an idea for a unisystem like that, I'm trying first to see if I can make more sense of Pathfinder, bless its soul.
Turning Classed D&D to Classless? This I'd like to see.


Actually.. I've just had some more ideas. Hmm. I may need to type these up.
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Old 04-16-2012, 02:29 AM   Top  -  End  -  #10
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This thread could also be aptly titled "Yo, DM, I heard you Liked Adjectives".
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Old 04-16-2012, 04:23 AM   Top  -  End  -  #11
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I suggest you look at this system called The Window.
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Old 04-16-2012, 08:34 AM   Top  -  End  -  #12
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It took me weeks of studying the SRD to understand what was really going on with the game I was playing, and that was fast compared to my failures at other systems.
It's a reference document, not a rulebook. Actual rulebooks make this sort of thing much easier, as they have a lot of information included that SRDs generally don't.


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That's how you start the game. A blank piece of paper. No character sheet needed.
If you have a sheet of paper on which you are going to write your character's information, isn't that a character sheet?[/pedant]


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Personally, I think the best way to create a character is to ask a player what they want to play. Have them describe who their character is, what he does, what he wants to do.

*snip*

We have a gruff ex-soldier, hardened by his experiences in life. Nevertheless, because of the war, he's got quick reflexes and a tendency to run into battle whenever needed. Despite this, his incredible strength and toughness keep him safe as he kills his enemies.
I'm really not sure how this is any different from teaching someone traditional D&D. If you are trying to help a new person create a character, you're not going to be asking "What Strength score does he have?" - you'll be asking "What sort of character do you want to play". Eventually you'll have to reach "Ok, so how strong is your character", but when they say "Well, he's an ex-soldier, so he's going to be pretty strong, lugging all that armour around all day" you can then advise that they take a strength of 14 or +2 or whatever the strength score of a typical soldier in your system is. All adding a list of words to describe the modifiers does is raises questions over how people interpret different words. "Is my character 'buff' or 'tough'?'" is a significantly more difficult question than "Does my character have an extra point in constitution?", because 'buff' and 'tough' have no real difference when presented with this list of words (similarly 'influential' and 'charming', 'shrewd' and 'rational', 'strong' and 'muscular', 'quick' and 'speedy', 'genius' and 'brilliant'), wheras the extra point in constitution means something concrete (i.e. your chance of succeeding at a constitution check has just increased by 5 percentage points, your get 1 more hit point per level, etc. Incidentally this is one of the things that I like about psionics over Vancian magic - going from Intelligence 18 to 20 is the same increase in power as going from 42 to 44).

Marrying words with numbers is destined to be misrepresentative of the system unless you give verbose descriptions of the capabilites of an individual with said numbers. Saying a character with 8 dexterity is 'Slow' provides no real information - they don't move any slower, they just take longer to react. They also have a harder time opening locks and shooting things, which goes unmentioned. A patient sniper/lockpicker with a leg-wound taking 'Slow' because he likes to take his time with things and walks with a limp is now penalised in the two areas he wished to specialise in because he didn't know the system. Saying "Dexterity: -1" means something - yes, you might have to look up what Dexterity affects, but you're not in a position where your character can't compete in the area he wants to.


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That begs the question: can it be done with classes?
Don't class based systems do this already ("I want to be a wizard/soldier/tribal savage/priest/thief")?
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Old 04-16-2012, 10:21 AM   Top  -  End  -  #13
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I'm really not sure how this is any different from teaching someone traditional D&D. If you are trying to help a new person create a character, you're not going to be asking "What Strength score does he have?" - you'll be asking "What sort of character do you want to play". Eventually you'll have to reach "Ok, so how strong is your character", but when they say "Well, he's an ex-soldier, so he's going to be pretty strong, lugging all that armour around all day" you can then advise that they take a strength of 14 or +2 or whatever the strength score of a typical soldier in your system is. All adding a list of words to describe the modifiers does is raises questions over how people interpret different words. "Is my character 'buff' or 'tough'?'" is a significantly more difficult question than "Does my character have an extra point in constitution?", because 'buff' and 'tough' have no real difference when presented with this list of words (similarly 'influential' and 'charming', 'shrewd' and 'rational', 'strong' and 'muscular', 'quick' and 'speedy', 'genius' and 'brilliant'), wheras the extra point in constitution means something concrete (i.e. your chance of succeeding at a constitution check has just increased by 5 percentage points, your get 1 more hit point per level, etc. Incidentally this is one of the things that I like about psionics over Vancian magic - going from Intelligence 18 to 20 is the same increase in power as going from 42 to 44).

Marrying words with numbers is destined to be misrepresentative of the system unless you give verbose descriptions of the capabilites of an individual with said numbers. Saying a character with 8 dexterity is 'Slow' provides no real information - they don't move any slower, they just take longer to react. They also have a harder time opening locks and shooting things, which goes unmentioned. A patient sniper/lockpicker with a leg-wound taking 'Slow' because he likes to take his time with things and walks with a limp is now penalised in the two areas he wished to specialise in because he didn't know the system. Saying "Dexterity: -1" means something - yes, you might have to look up what Dexterity affects, but you're not in a position where your character can't compete in the area he wants to.
I have to agree with this. I feel that most players quite intuitively grasp the stat system when the stats are explained to them (especially with the fact that 10-11 is the human average). And your proposed system does away with the multi-faceted attribute system: Dexterity is speed, but also manual dexterity. An aged watchmaker isn't fast, but he sure as hell is dexterous. Wisdom and Charisma are other stats that have that sort of dual nature to them, and this system seems to overly simplify that.

I'm curious to see what you have in mind for the other parts of character creation but, while this was an interesting read, I can't see this helping any player I've had at one of my games, because it's an overly simplified version of what I feel a DM *should* be doing with a new player.
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Old 04-16-2012, 03:01 PM   Top  -  End  -  #14
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That begs the question: can it be done with classes?
D20 Modern sort of went this route by having a base class for each stat (Strong Hero, Tough Hero, Fast Hero, Smart Hero, Determined Hero, Charismatic Hero IIRC). While not a classless system, it's sort of a continuation of the idea. (On top of that more traditionally focused classes was available as Prestige Classes).

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Old 04-16-2012, 03:53 PM   Top  -  End  -  #15
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D20 Modern sort of went this route by having a base class for each stat (Strong Hero, Tough Hero, Fast Hero, Smart Hero, Determined Hero, Charismatic Hero IIRC). While not a classless system, it's sort of a continuation of the idea. (On top of that more traditionally focused classes was available as Prestige Classes).
Too bad that D20 Modern screwed it up by, among other things, having a ridiculously small number of talents for each class.
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Old 04-16-2012, 04:00 PM   Top  -  End  -  #16
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For balance reasons, I would advise setting the point cost so that a more rounded character has a higher total than a more focused one, but this basic approach looks great for pushing for a more roleplay-oriented game. (Of course, if someone is determined to min/max, it won't stop them.)
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Old 04-16-2012, 05:38 PM   Top  -  End  -  #17
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I suggest you look at this system called The Window.
Hm... that looks a lot like what I'm trying to do, only it's without a system. My goal here is to make Pathfinder (and hopefully, thus, 3.5) a little more intuitive from a roleplaying perspective.

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For balance reasons, I would advise setting the point cost so that a more rounded character has a higher total than a more focused one, but this basic approach looks great for pushing for a more roleplay-oriented game. (Of course, if someone is determined to min/max, it won't stop them.)
That was one of the problems I saw: because I'm a min/maxer by nature, I knew that the weak point would be dropping stats down to boost others up. That said, I really wanted to reward someone who was legitimately trying to create a character with a weakness or disability.

Any suggestions on how to fix it?


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I feel that most players quite intuitively grasp the stat system when the stats are explained to them (especially with the fact that 10-11 is the human average). And your proposed system does away with the multi-faceted attribute system: Dexterity is speed, but also manual dexterity. An aged watchmaker isn't fast, but he sure as hell is dexterous. Wisdom and Charisma are other stats that have that sort of dual nature to them, and this system seems to overly simplify that.
I also understood that there would be problems with Wisdom and Charisma's naming: especially in Pathfinder, there are a whole metric crapton of uses for Charisma: Force of Personality, belief in self, Influence, Beauty, etc, etc.

In addition, I was worried about the interpretation of words and so on.

As to the inherent understanding of the system, it's not as easy as you'd think: especially with how they interact with the rest of the game, it just doesn't make much sense. Take for example Welknair's notes about the system's gaining of skill points, here.

Besides that, the point is not just to make the system more intuitive: as the title says, it's to build immersion. Like that system Milo brought up, telling them their abilities in words, instead of numbers, builds a game based on words, not numbers. First impressions matter quite a bit in defining a game, and doing so in this manner as opposed to numbers will define a more character-centric campaign.

So, here's my suggestion to fix these problems: have a list of words or descriptions in each box, to generally describe it. Say, three or four; enough at least to define several of the more complex stats, IE, all of them.

What do you think?

EDIT:
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Don't class based systems do this already ("I want to be a wizard/soldier/tribal savage/priest/thief")?
I'm actually going to be taking it a slightly different angle: you can "Create your own classes", more or less. The words will sort you towards a class that does what you want it to, not what it says it can.

In other words, if you wanted a kung-fu hero, you wouldn't go to the monk. It claims to be that, but it isn't. Take the swordsage instead. The "create your own classes" part will come a bit later when I have a good few hours to post stuff.
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Old 04-16-2012, 06:11 PM   Top  -  End  -  #18
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That was one of the problems I saw: because I'm a min/maxer by nature, I knew that the weak point would be dropping stats down to boost others up. That said, I really wanted to reward someone who was legitimately trying to create a character with a weakness or disability.

Any suggestions on how to fix it?
There is no way to fix it, other than having rules known only to the DM (and for that to work more than once, the DM has to be making up the rules himself.) If there is a way to reward something, then optimization will cause that approach to be taken if the reward outweighs the cost.

The second-best way to reward good roleplaying even at the cost of optimization is via some sort of "roleplay points" assigned by the DM on an ad-hoc basis. The best is to set things up so that the best optimization for your game is good roleplaying (probably by making your game a sufficiently good simulation of the game world.)
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Old 04-16-2012, 08:04 PM   Top  -  End  -  #19
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FATE can actually do on the fly character creation like this extremely well.

In FATE, a character is defined by skills, aspects, and stunts. Skills represent everything from diplomacy to fighting ability, and each skill is about as valuable as the next. Stunts are basically their version of feats, which lets you do extra things. Aspects are unique. They're flavorful descriptions of your character, like, "Wizard, rogue, dashing hero, clumsy, oblivious, secret agent of HYDRA, son of Darth Vader" etc. You can invoke an aspect when it's relevant--you could invoke "Wizard" to gain a bonus to casting a spell, or "rogue" to gain a bonus against a flanked target as your sneak attack--and whenever it's a hinderence, it can be compelled to give you FATE points, which you can spend on more invokes.

This makes it easy to make a character on the fly. You start with a general idea and start playing, then, when you want to do something, the DM tells you what skill that is and you put it on your sheet at whichever level you think is most appropriate, from best to worst. Whenever your character does something interesting, you can write it down as an aspect. And after the first session, the GM can suggest some stunts that would help polish off your character.
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Old 04-17-2012, 09:54 AM   Top  -  End  -  #20
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Updated with the principle and character advancement.
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Old 04-17-2012, 06:37 PM   Top  -  End  -  #21
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By giving people less XP for doing things that are out of character makes sense while at the same time stops people from ever having character development as they will get less XP with every slight change.
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Old 04-17-2012, 08:27 PM   Top  -  End  -  #22
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This project definitely comes off as a bit in need of a list of objectives:

1: Better structuring of the adjective system, this system screws up charisma, dex, and wisdom

StrengthDexterityConstitutionIntelegenceWisdomCharisma Cost Attribute
WeaklingSlothFrailCrudeLemmingUnintelligable-34
WimpBadgerTempramentalLemmingRashUncivil-26
WaifKlutzSoftFoolSheepishGruff-18
AverageAverageAverageAverageAverageAverage010
TonedCatToughSharpSoundFriendly+112
StrongRabbitSturdyCunningCarefulInfluential+214
BeefyFoxResilientExceptionalWiseManipulative+316
MightyViperImplacableGeniusSageSuductive+418

2: To adapt PF and 3.5 classes, flaws, feats, and skills to expanded versions of the generic classes from UA

3: Rebuilding of XP awards and the leveling system to better support Roleplay, and to tone down dungeoncrawling's value.

Asto commentary: i think this system works to introduce someone to the games. I think the best way to set this up is have everyone start the game in the middle of a raid on the caravan they have been traveling on/in/with/as guards with, although you still require a bit of foreknowledge about the game then. It seems really fun, but the first few times would be hell to pull off
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Old 04-17-2012, 10:09 PM   Top  -  End  -  #23
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This project definitely comes off as a bit in need of a list of objectives:

1: Better structuring of the adjective system, this system screws up charisma, dex, and wisdom

StrengthDexterityConstitutionIntelegenceWisdomCharisma Cost Attribute
WeaklingSlothFrailCrudeLemmingUnintelligable-34
WimpBadgerTempramentalLemmingRashUncivil-26
WaifKlutzSoftFoolSheepishGruff-18
AverageAverageAverageAverageAverageAverage010
TonedCatToughSharpSoundFriendly+112
StrongRabbitSturdyCunningCarefulInfluential+214
BeefyFoxResilientExceptionalWiseManipulative+316
MightyViperImplacableGeniusSageSuductive+418

2: To adapt PF and 3.5 classes, flaws, feats, and skills to expanded versions of the generic classes from UA

3: Rebuilding of XP awards and the leveling system to better support Roleplay, and to tone down dungeoncrawling's value.

Asto commentary: i think this system works to introduce someone to the games. I think the best way to set this up is have everyone start the game in the middle of a raid on the caravan they have been traveling on/in/with/as guards with, although you still require a bit of foreknowledge about the game then. It seems really fun, but the first few times would be hell to pull off
I actually like that table quite a bit; it captures the essence of what I was looking for. The Generic Classes are *similar* to what I'm looking at, but the whole classless thing is the real goal/challenge.

And that last bit is precisely what this is for: even if you just use this for one session to introduce a player to the ideas gently, it'll have been well used.
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Old 04-17-2012, 10:16 PM   Top  -  End  -  #24
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For the class/classless system have you looked at how Legacy Items abilities are selected when designing custom legacy weapons. It seems like it would work well. As you could choose abilities which slowly scale with relatively good balance.
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Old 04-17-2012, 10:19 PM   Top  -  End  -  #25
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For the class/classless system have you looked at how Legacy Items abilities are selected when designing custom legacy weapons. It seems like it would work well. As you could choose abilities which slowly scale with relatively good balance.
Hm... What book are Legacy Weapons from?
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Old 04-17-2012, 10:21 PM   Top  -  End  -  #26
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Legacy weapons have their own book. It is called Weapons of Legacy.
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Old 04-17-2012, 10:23 PM   Top  -  End  -  #27
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Legacy weapons have their own book. It is called Weapons of Legacy.
What a terrible name! Who'd ever figure out what it was about?

From what I heard, they didn't work well RAW... did anyone do a homebrew "fix?"
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Old 04-17-2012, 10:28 PM   Top  -  End  -  #28
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I actually like that table quite a bit; it captures the essence of what I was looking for. The Generic Classes are *similar* to what I'm looking at, but the whole classless thing is the real goal/challenge.

And that last bit is precisely what this is for: even if you just use this for one session to introduce a player to the ideas gently, it'll have been well used.
I aimed to make a good looking table for the qualities of each attribute, there are some weak ones, like lemming showing up twice, but i attempted to better describe them in relation to their level.
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Old 04-17-2012, 10:30 PM   Top  -  End  -  #29
Milo v3
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Default Re: Yo, DM, I Heard you Liked Immersion

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Originally Posted by SamBurke View Post
What a terrible name! Who'd ever figure out what it was about?

From what I heard, they didn't work well RAW... did anyone do a homebrew "fix?"
That is more the weapons themselves as you get severe penalties if you want to use them. I am more suggesting the method that DMs use to determine the abilities they gain as they level up.
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I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Old 04-18-2012, 09:46 AM   Top  -  End  -  #30
SamBurke
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You lost the game.
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Default Re: Yo, DM, I Heard you Liked Immersion

I'll be out over the weekend, contemplating this.

On Monday Night, I'll have a pretty big update.
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