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Recent posts by
Psion:
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Jason Bulmahn wrote:
Hmm... it is an interesting idea I have seen floating around for a while now. Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).
Thoughts?
Yes.
The thing about using skill for initiative in SWSE is that untrained skills still progress at half your level. It's not a drain on your skill resources. Though I hate that rule, in that context, it works.
As Pathfinder has (thankfully, IMO) not chosen to go with that convention, I think you are better off without initiative as a skill.
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Another vote for MegaTraveller.
Though Mongoose Traveller and T20 aren't half bad. I even daresay that Gateway to Destiny/995 is one of my favorite Traveller regions/milieus.
I also appreciated GT not for its rules, but some of its supplements, especially First Survey.
TNE and T4 I hate with the burning fury of 1000 spectral class O stars.
Chris Mortika wrote:
MegaTraveller, written by the DGP people, instituted a new system, based on what was then the current Traveller rules, but with new task-management mechanics that were half-written and sort of unplayable. I don't know about you, but everybody I know who tried to play MegaTraveller just went back to using Traveller rules and played with the new univese.
That's 180 degrees out of phase from where I am standing. The task system was anything but half written. It was the perfect combination of comprehensive and easy-to-use. To this day, I think it's one of the most compelling task systems going.
But we had people who took the MT rules and kept chugging away with their no-rebellion universe, plugged it in to CT adventures, etc.
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This already came up in other threads, but I'll restate it here:
1) I think it's a horrible idea to ditch cross class skills entirely. D&D is a class based game, and the notion of "coherent skill sets" is the only reason that classes make sense at all.
HOWEVER
2) It does limit concepts, but NOBODY thinks paying x2 is worth it for getting a cross class skill.
The simple solution I recommend: everyone gets 1 (or 2? or all your int bonus skills?) free class skills that's not on their normal skill list. This is a solution that games like Cyberpunk and Call of Cthulhu have been using for a long time. The bulk of skills are concept related, but a few points for electives gives you room to craft a character to your background.
I like the way Spycraft opens up skill options with origins, but there's not much room for this under the compatibility goal. :)
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Jason Bulmahn wrote:
Design Focus: Skills
For information on design focus threads, please read this thread.
It has become apparent that there are a great number of opinions on the new skill system. I would like to spend a moment to talk about some alternatives that we might explore to help address some of the problems. Here are the options:
1. Pathfinder: (snip)
2. 3.5 OGL: (snip)
3. Combination: (snip)
4. Hybrid System: (snip)
I'm in favor of 3.
Having played spycraft 2.0 for some time now, I find simplifying NPCs but keeping things robust and detailed for players is a very workable compromise. Even in D&D, most PCs and many NPCs I will handpick ranks for, but for most NPCs I just max out the ranks of a few skills.
I do think etrigan has a point about bloating out skills; using the pathfinder system as presented in the alpha is a comparability obstacle; in the combination system, the "NPC" subsystem would need to be toned down somewhat.
4 doesn't seem to save that much work to me.
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SargonX wrote:
Not sure where the "dichotomy" is, but:
Everyone defending skill points makes the point that if they can't put a rank or two into that fourth skill, suddenly their character isn't defined. And under 3.5 skill points, that might be true. But remember that in Pathfinder you actually get more skills. If you don't have enough skill choices to get that one skill, you'll get a new skill choice in 2 levels.
If you just want to be crappy at a skill and never improve it, don't choose that skill and use it untrained. You can't get any crappier than that!
Was on my way out the door last post, but just wanted to address the rest of this.
I'll tackle the first and last paragraphs first. Because to answer the first paragraph, you need look no further than the last. Putting less than full ranks in a skill is not the same as putting no ranks in it. That's a textbook case of "excluding the middle", the middle in this case being putting somewhere between 0 and max ranks.
Now, to the second paragraph. There are two problems I see here. First, I am held off in defining some level of skill in that last skill until 2nd level. It's a short wait, I guess I can live with it. But then, at 2nd level, another player who might have a character of the same class that I am gets a new skill whether he wants it or not. He takes the same skill just because he needs to add one, not because he was interested in crafting his character the same way I am, and he picks the same skill.
Further, considering that many of the skills are collected into other skills, the menu of skills is shorter. You add skills every X levels, pretty soon all characters look the same as they become so bloated with skill they all begin to overlap as they all have bloated skill lists that are a bigger chunk of the full skill list, compounding the problem.
In essence, this change takes away one of the main tools I used to distinguish different characters of the same class. I consider the result insufficiently nuanced for my gaming purposes.
You want a compromise that would work for me if you MUST ditch skill points (and I'm seeing I'm not alone in this sentiment), you can create different skill advancements just like you have different save advancements. Call "full advancement" 3+level ranks, call "half advancement" half of full. Now, let any character trade 1 "full skill" for 2 "half skills". Give characters a HALF skill every few levels instead of a full skill, and you start to address your problem of "skill bloat" as well.
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SargonX wrote:
I'm a bit befuddled at all the love for skill points.
Does one rank here or there in a skill really "define" your character all that much?
When you make a skill roll with that 1-rank skill and fail, don't you wish you had just a few more ranks to make that roll?
Why wouldn't you max out a skill if you had the opportunity?
I guess I shouldn't be surprised that someone who likes dichotomous skills defends them with a dichotomy. ;)
Nope, for me it rarely comes down to 1 rank in a skill.
What it DOES come down to is having some ability in 3 skills or 4 if having some skill in that 4th skill defines my character. So if I have 12 points to split between those skills, its not so important to me that I max them all out at 4; I'm happy to put points in all the skills I think define my character (like 3 each).
It's not like having skill ranks those who have the "all maxed out" philosophy still can't max them out. But making that the default does crimp the style for those who don't always max them out.
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I've already said this, but let me reiterate it here since there is a thread specifically on the topic. Or rather, let me just say I agree with Rezdave, who captures my thoughts on the subject well.
Rezdave wrote:
I prefer Skill Points to the Pathfinder "Force Max" system. This is somewhat like reverting to 1st Ed. when Thieves had specifics skill-table percentages.
If people want to max then the extant Skill Point system lets them. However, for those who want to max a couple key Skills and then have a broader base of abilities to get them by in most day-to-day circumstances in other areas the new Force-Max does not give them any flexibility.
Since Pathfinder is about role-playing and "telling the kinds of stories we want to tell" rather than WotC's evolving delve hack-n-slash MMO-on-paper-and-tabletop system, I think retaining the flexibility of Skill Points is critical.
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Werecorpse wrote:
1. You are virtually required to Max out a skill which means at high level you either have the skill or dont.
2. those classes without many skill points are doubly penalised by not having many class skills thus they dare not spend too much on outside skills
3. The system is very unfriendly for GMs (& especially) Publishers statting out monsters.
1. I've heard this asserted before, but never seen it pan out that way in play. Certainly, you want your recon specialist to max their spot out, but all players? No.
2. This, I'll agree with. I think that there has to be a better method to allow access to cross-class skills. Grim Tales lets you build your own class skill list; spycraft has many options that let you expand your skill list.
3. I use the "max out" shortcut; that's almost identical to the proposed rule in alpha, the exception being I don't HAVE TO use it.
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Erik Mona wrote:
1) Do you plan to convert to the new edition of D&D?
2) If Paizo converts its RPG products to 4.0, how will that affect your purchasing patterns for our products?
3) If Paizo does not convert its RPG products to 4.0, how will that affect your purchasing patterns for our products?
Well, I'm sure there is no scenario which will net you everyone who might continue purchasing Paizo material in the future. However:
1) I may buy some books to play with friends, but "convert" is an open term. I will probably run all my own D&D games in 3.5.
2) I probably won't buy any DM oriented products that aren't edition neutral. Player oriented, only if I felt it played into the game.
3) As competition will have winnowed away, it will become a strong competitor for my gaming dollars. I don't know if I could buy adventure paths forever, though.
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Vigil wrote:
1. Inattentive players.
2. Looking up spell descriptions (which really goes back to #1, they should be paying enough attention to know what spell they're going to cast and looked it up already).
3. Summoning.
This, plus:
4) Tracking buffs and similar effects that require in-play accounting.
Of course, judging from the presence of similar abilities in auras and paladin smites, I'm not seeing that improve under 4e.
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It's completely and entirely true that (aside from the possibility that many prospective players might be less willing to play 3.5 in the presence of a new edition) I can continue to run and play 3.5. In fact, I probably will.
The great disappointment in me with 4e is the squandered potential. 3.5 is far from a perfect game; I think the game mechanics could use tuning up.
The problem is that it's not just the mechanics that are getting tuned up. The game is undergoing severe conceptual alterations. Concepts that have existed and been added to since 1e and before were supported in 3e (succubus, the great wheel, gnome PCs). With some minor exceptions, the philosophy has been more about extending the game and adding flexibility and capability to the ruleset.
The 4e philosophy seems to be "stip out the names and use them to represent something different". Elves now worship Gruumsh, paladins can be any alignment, succubi now hang their garter with devils. And so on. What central concepts in the game *represent* are shifting.
This is a disappointment to me, because I am invested in the conceptual framework of the game as it existed in 1e-3e. I could use the mechanical improvements in the game, but the concepts that 4e represent are too much of a shift for me to relate to.
Some of the changes I see in 4e are actually pretty cool (I like elves that don't suck, reflex replacing/merging with touch AC, etc.) It's a disappointment that it won't conceptually be the D&D that I want to play.
I will say, though I do see some mechanical improvements, there are some annoying ones in the offing. For example, I see Smites and the elven auras to be another easily forgotten conditional modifier, akin to the buffs and feats like Dodge that plagued 3e.
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Wayne Ligon wrote:
Well, it's been more of "We listened and did what they asked, but those decisions proved to be incorrect ones once we had the perspective of hindsight." I suspect most designers feel that way about something they've done; I'd be surprised if that was not the case.
Given the things they mentioned (such as not letting monks and paladins freely multiclass like others), they shouldn't have listened to the playtesters on that one; getting rid of that rule is a very common house rule in games I've encountered and when you see many games all houseruling the same thing, that tells you something: the rule is a bad rule and needs getting rid of.
Um, okay. I think you really need to consider things that were changed after playtesting that were the right thing to do. If the game were the same as the early playtest documents:
1) All humans would have a flat 20% experience bonus
2) Barbarians and sorcerers would only be available to classes as starting characters.
Further, remember what a mess the epic level handbook was? I know some of the playtesters. Most of the aspects of that book that are roundly criticized were known during playtest, given feedback, and ignored.
I think playtesting is valuable and you are foolish to dismiss its value.
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Erik Mona wrote:
Are there enough players willing to make a break from Wizards of the Coast and the Dungeons & Dragons brand to sustain a healthy 3.5-based Pathfinder business? I don't know. A part of me is very skeptical about it, but until we get a chance to evaluate the new rules set, this is exactly the sort of scenario we are forced to consider, and I do not find the prospect wholly without its merits.
What do you think? Assuming the third Pathfinder Adventure Path, Second Darkness, remains 3.5, will you stick around? I know most of you are as in the dark about fourth edition as we are and I understand that it's too early to make a serious call. But how is the 4.0 hype treating you these days? Do you plan to start up a new 4.0 campaign on day 1?
What do YOU want Paizo to do?
Well, not directly addressing your question, I'll lead in with the statement that my major reason for distrusting 4e is similar to things you have stated. I have built up my campaigns around a growing but stable baseline. I like my game and don't feel like "re-imagining" it because the baseline has been "re-imagined". Further, I have had several long-standing successful campaigns and don't buy into the marketing hype about how fundamentally flawed the current game is and how much better the next will be.
There are some things about 4e that look promising, but lacking some incredible and as yet unforseen improvement in the game, I intend to stick with 3.5 for so long as I still derive enjoyment from it and I can find people to play it with me.
If a well respected and talented bunch like Paizo was with me for that journey, that would be fantastic. I perfectly understand if the economics of the situation don't make that work, but if it happens, it's honestly better than I expected. I was expecting continuing 3.x support to be limited to PDFs by a few die-hards.
So no, I foresee no 4e campaigns for me on day 1... or 101, or 1001, really.
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Peruhain of Brithondy wrote:
No urban planning before 1950? That's a bit of an exaggeration. It is true that many medieval cities sprang up somewhat haphazardly, but certainly the authorities in large European cities took an interest in how their cities were laid out, at least beginning by the 1600s. Lillith mentions ancient examples of urban planning, but if you look at East Asian cities, especially capitals, many of them were quite carefully laid out, throughout history--with grid patterns on a north-south axis, careful placement of markets and other public facilities, sanitary fresh-water aqueducts and sewers or drainage canals, etc.
Be that as it may, oft times city planning is for naught generations after they are conceived. Cities often outgrow their initial plans and carefully orchestrated layouts give way to expedience or changes in culture or technology.
Just visit Washington DC sometime and enjoy swearing as you zip through the roads and under bridges that were obviously meant to accommodate horses and wagons.
Edit: I see someone has beat me to the Washington DC example. Ah, well.
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Hey all,
FYI, I just posted a review:
http://www.enworld.org/reviews.php?do=review&reviewid=2556073
(er, sorry, don't know how to hyperlink on these forums)
It's a really nice book and thanks to Erik for giving me the opportunity to review it!
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