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Recent posts by
The Red Death:
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CourtFool wrote:
Any system can be easily house ruled. I think most people prefer a game they do not have to heavily house rule.
I believe that "systems you do not have to house rule" quickly becomes something of a myth once you start getting aware of your needs and wants as a game master (when you start, you just accept written material as the thing that stands. Which in itself has its advantages and flaws, and which of course creates this feeling that "this game was so much better when I was young". But hey... we all evolve). There are literally zillions of game systems out there, and yet gamers still feel like chasing what they call "the perfect system".
It doesn't exist ouside of their own imagination.
Which is a good thing.
Take a game system and universe that most reflect your own tendencies, and then tweak them to suit your needs. House rule. Modify. Make it work for you. That's the way tabletop gaming's supposed to work.
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Erik Mona wrote:
The current Epic Level rules are a mess.
The way to make the game more mythic in scope is not to make it more bloated with math.
So if Paizo does an "Epic Level" book, it will probably be a complete re-do. With that in mind, I'm very curious to hear what people think about the idea of play beyond level 20.
What are you looking for conceptually?
What are you looking for mechanically?
If you're skeptical, what can we do that might get you to give this one a try?
Any deal breakers?
My deal breaker would be to re-do the Epic Level rules as they stand now in the OGL, so I'm really, really glad to read you won't be doing this. The ELH SUCKS.
For me, Epic means tone first and foremost. It makes me think, as far as fantasy's concerned, about characters like Elric or Hawkmoon, or Companions of the Champion thereof. It makes me think of worlds, universes hanging in the balance, of incredibly strange friends and foes, of whole new dimensions to explore.
It does not mean the same old same old with more math and a sh!tload of dice thrown for damage. It does not mean a bloated character sheet.
The idea of a clear cut from the core rules, for instance the "Epic Level 1" idea of James Jacobs, seems to be the good way to go. Powers could be conceptually based off the character classes' archetypes, but would have broader effects and more... imagery to them. Think "Mage: The Ascension" Spheres or high level Vampire Disciplines, when the actual powers become more free-form in nature, but with a little more structure/limits to them.
I think the D&D Classic Immortals box would be a good starting point (but just that, for the base inspiration, not the mechanics themselves). Something still playable, that is still D&D in nature (tactically, with team-work, clear roles in a party, some exploration of "dungeons" though the concept of dungeon itself could/should be dramatically broader at this point).
I guess what I would not want would be a "superhero"/goofy/anime emphasis to it. That's not what I'm looking for when I think "Epic". I'm thinking more about the Abyss of Nihrain, the end of the Million of Spheres, Adventurers on the Seas of Fate... if you see what I mean.
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I think one of the failings of 3.5 is in large parts to not clearly explain the math that's going on behind the hood.
When you read the 1E DMG, it goes on to explain how probabilities work and such. It also has a very inclusive, "we're both DMs, here's why I do this that way" kind of tone to it thanks to EGG.
I'd like to see this from Pathfinder. For instance, the long awaited, never published "High Level Handbook" explaining everything one has to look out for, specific ways to handle specific abilities and spells in adventure design, how to design encounters, et cetera. NOT a rehash of the vastly failed "Epic Level Handbook", I hope I'm clear.
I hope the keys to the system are given to the DMs more than it ever was done in any 3.X variations before. I'd like to see a work that makes the whole mathematics, intricacies, complexities of the system readily understandable to any aspiring DM.
Is that even possible?
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vivsavage wrote:
What things are off-limits for being changed? For instance...
Rather than making a laundry list of particular items, I think it's best to remember that PRPG's primary goal is for 3.5 rules to remain in print.
This implies that core classes are indeed more or less set in stone, as are the Prestige Classes, though additions to the basic components of the game are always possible.
So long as you can grab an OGL book and basically can use it with PRPG with minimal efforts on your part, I think PRPG reaches its primary design intent.
This leaves a lot of room to improve the game "under the hood", basically, like CBM rolls do. They are there, but I can still use a 3.5 character with a Sunder special ability with them. The particular rule just shifts instead of being out of existence.
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I agree. There are some things about 4E that are worth salvation in some form or another, but the overall WotC PR, core books content and handling of the future of DnD does not make me a customer.
No later than yesterday, I was pouring though some of my oldest print magazines and sighed "I miss Dragon and Dungeon mags". I don't want electronic versions. I want print magazines. They're gone.
Add to this that in many ways, D&D fired me as a customer by WotC's PR calling me a guy "unwilling to accept change" and other insulting shortcuts, as well as making the rules more miniatures friendly, even more tactical (i.e. nitpicky on placement and definitions of actions and reactions) than they were before, and that's about it.
Add to this that I have enough OGL gaming materials to last a lifetime, and that I simply do not want to learn yet another new game system obsolete in eight years from now or less.
Add to this that there is actually one gaming company going on with the OGL, Paizo.
Result? Clearly:
Paizo it is.
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Pauldanielj wrote:
I don't consider derisive harangues against capitalism to be of any merit.
No offense, but if you equate truth-telling about marketing and optimization of revenues for a company to equate "harangues vs. capitalism", you really ought to double-check your own values system. I couldn't be more pro-capitalism, actually. Capitalism doesn't have to go hand-in-hand with blind support from the costumers to any given company because of ideals or morality. It is actually contrary to the idea of capitalism, if you ask me.
Oh, and by the way: I've read the books. I know what I'm talking about. Every usual user of these boards knows that I've read them. You shouldn't attack people like this without a tad bit of background story to avoid ridiculing yourself.
That said, we still can disagree with each other, provided we don't snipe like we both just did, and that's fine with me. :-)
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Pauldanielj wrote:
Wouldn't that relegate the game to stagnation, though?
Part of me can't help but think that the whole evolution and stagnation concepts as we talk about them for role-playing games are mirages. Would you consider a game like Chess "stagnant"? Its rules didn't change for the past centuries, you know? [Sure, you'll find the odd product adding a twist to the Chess game (Tempest on the Chessboard comes to mind), but really, the core, mainstream rules haven't changed]
I think this whole idea of game evolution is just an artefact of modern consumerist marketing.
"Quick! Got to have the NEW product, the NEW color, the NEW shape! Doesn't matter if the product we have works just fine! No, no, no! Let us not think, but BUY! Follow the Fashion of the Day! Show off to the other kids in the school yard (or 'RPG community' if you will)." And so on.
Malarkey, as far as I'm concerned. All it is, my friends, is the old recycling of goods destined to sell you the same product over, and over again without having to expand what already is. It's cheaper, easier, uses less resources and -gasp!- imagination. It's win-win for a game company.
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Montalve wrote:
yes and no... as a person the other players owe the GM respect, not loyalty, not fealty, but respect fro what he does... so does the DM owes respect to their players... one should not thrash each other because he is less than perfect
Everyone should respect anyone as a human being, so long as they prove themselves worthy of that respect. I.E. Earn it.
My bottom line, really, is that respect is not owed, but earned.
The DM won't be respected by virtue of being a DM. A DM will be respected by showing all kinds of traits that inspire confidence from the players in the DM's abilities (consistence, fairness, adaptability, experience, understanding, empathy etc).
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I love adventures featuring graphic, disturbing and otherwise mature content, personally, as long as they're not treated as a trivial matter in-world (i.e. innocents dying is a tragedy, people getting corrupted really pay the price for giving in to their twisted ways, etc).
I feel fantasy RPG adventures, in D&D in particular, have been WAY too tamed and bland since the whole media backlash of the 80's. One of the interesting components of fantasy fiction was the mature content involved, for me, with authors like Moorcock or Leiber or Howard or Lovecraft and many many more.
I want RPG adventuring to be able to embrace mature themes and be able to treat of those topics with more contrast and a different approach, precisely because this would so obviously be "fantasy".
There's been a war going on about Fantasy and its purpose in the literary field for decades between those who see it as a means to emphasize what's fundamentally good and glorious about one's own humanity, and those who see it as a stage in which you could treat of topics that would otherwise be much more offensive to readers when that would not be so obviously fictitious.
Now, I love both traditions and think they both have a part to play and inspire in gaming. We've been playing the light-hearted side of this for a long time now. I'm glad we can get some crisp mature content without resorting to DeCamp lameness through Pathfinder. I hope we'll get more contributions from Nick and others around these lines. This is very much welcome, to me.
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10. DON'T believe Balance is the begin-all and end-all precept of the game. When balance gets in the way of the entertainment the game provides, trash it.
11. DO listen to your players feedback, what they like and don't like, and build the game around it. By providing the type of entertainment the players seek, you are reaching for excellence in DMing.
12. DO understand this is not "your" game, and these aren't "your" players. This is everyone's game, and the players are people just like you. They don't owe you respect. This is something you have to earn by aiming for excellence, fairness, knowledge, dynamism in DMing.
13. DON'T, EVER, say "no" to a player, particularly concerning character building and options, player's feedback, initiative and imagination without explaining the reasons why you say so. This might have to be explained after the game session (or campaign) is over (it's probably better that way, so as to not interrupt the flow of the game itself), but do take the time to explain the reasons behind your rulings. See #11 from there.
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