What is the fantasy “Standard” for role playing games today?


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Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Tormsskull wrote:
I've never actually analyzed it to that degree, to be honest with you. While a weapon may be listed as doing 1d6 damage, I assume that's based on a typical combat scenario. I don't assume that if someone said "Here, hit me right in the neck with your short sword," i.e., didn't defend the attack, that the attack would still do only 1d6 damage.

Exactly. Because it wouldn't -- it would be a Coup de Gras, which would require a Fort save vs death, no matter how many hp you had.


Krensky wrote:
kyrt-ryder wrote:
TriOmegaZero wrote:

Well yeah, but isn't that because Lodoss was basically a D&D campaign?

What kind of fighters were in other anime at the time? Kenshiro maybe?

Gourry Gabriev

Guts from Berserk if you're counting Manga, it was started in that era.

Gourry's a subconscious magic user armed with a piece of a god.

Do you have a reference for the bolded portion? I've seen it mentioned that Gourry has a 'high capacity for magic' but as far as I can tell all that means is a High Charisma score/high magical potential, nothing to do with the actual use of magic.

As for the Sword of Light? Yeah it's an Artifact, no questions about it. He's an example of the type of Martial who has a certain degree of prowess but remains useful because of his Artifact rather than his pure martial mojo.

Quote:
There is no way Guts is sixth level. None at all.

Correct. I pin him at level 6 during the Eclipse. By the present point in the Manga he's level 8 with a very powerful set of magic armor, arguably level 9 if you attribute the armor's power to its wearer [to which there is obviously some degree of truth, that degree being the point in question here.]

Liberty's Edge

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kyrt-ryder wrote:
Krensky wrote:
kyrt-ryder wrote:
TriOmegaZero wrote:

Well yeah, but isn't that because Lodoss was basically a D&D campaign?

What kind of fighters were in other anime at the time? Kenshiro maybe?

Gourry Gabriev

Guts from Berserk if you're counting Manga, it was started in that era.

Gourry's a subconscious magic user armed with a piece of a god.
Do you have a reference for the bolded portion? I've seen it mentioned that Gourry has a 'high capacity for magic' but as far as I can tell all that means is a High Charisma score/high magical potential, nothing to do with the actual use of magic.

That's how I saw it described. Plus he's more or less constantly buffed by the rest of the party.

kyrt-ryder wrote:
As for the Sword of Light? Yeah it's an Artifact, no questions about it. He's an example of the type of Martial who has a certain degree of prowess but remains useful because of his Artifact rather than his pure martial mojo.

Things don't work that way in the Slayers universe. The Weapons of Light and eye of Shabdernigdo, and the Lost Ships and whatever the other two worlds have are not Artifacts in game terms. They're literal pieces of gods. The Sword of Light is one fifth of a god.

kyrt-ryder wrote:
Krensky wrote:
There is no way Guts is sixth level. None at all.
Correct. I pin him at level 6 during the Eclipse. By the present point in the Manga he's level 8 with a very powerful set of magic armor, arguably level 9 if you attribute the armor's power to its wearer [to which there is obviously some degree of truth, that degree being the point in question here.]

8 or 9? You're kidding me, right? Trolling the thread?

In PF terms he's closer to 18 or 19 than he is to 8 or 9.

You want fifth or sixth level fighter? Go watch the first few episodes of Record of the Lodoss War. Ghim and Parn are around fifth level when that starts.


Krensky wrote:
kyrt-ryder wrote:
Krensky wrote:
kyrt-ryder wrote:
TriOmegaZero wrote:

Well yeah, but isn't that because Lodoss was basically a D&D campaign?

What kind of fighters were in other anime at the time? Kenshiro maybe?

Gourry Gabriev

Guts from Berserk if you're counting Manga, it was started in that era.

Gourry's a subconscious magic user armed with a piece of a god.
Do you have a reference for the bolded portion? I've seen it mentioned that Gourry has a 'high capacity for magic' but as far as I can tell all that means is a High Charisma score/high magical potential, nothing to do with the actual use of magic.

That's how I saw it described. Plus he's more or less constantly buffed by the rest of the party.

kyrt-ryder wrote:
As for the Sword of Light? Yeah it's an Artifact, no questions about it. He's an example of the type of Martial who has a certain degree of prowess but remains useful because of his Artifact rather than his pure martial mojo.
Things don't work that way in the Slayers universe. The Weapons of Light and eye of Shabdernigdo, and the Lost Ships and whatever the other two worlds have are not Artifacts in game terms. They're literal pieces of gods. The Sword of Light is one fifth of a god.

How are you defining an Artifact? D&D [and Pathfinder] defines it as an amazingsauce magic item which can't be created by modern magic. Part of a God that functioned as an item would totally qualify.

Quote:
kyrt-ryder wrote:
Krensky wrote:
There is no way Guts is sixth level. None at all.
Correct. I pin him at level 6 during the Eclipse. By the present point in the Manga he's level 8 with a very powerful set of magic armor, arguably level 9 if you attribute the armor's power to its wearer [to which there is obviously some degree of truth, that degree being the point in question here.]

8 or 9? You're kidding me, right? Trolling the thread?

In PF terms he's closer to 18 or 19 than he is to 8 or 9.

Not trolling at all, but again I'm discussing in terms of how I feel the game should be relative to the power of spellcasters.

You want to see a level 19 Martial? Those are ridiculously hard to find in fiction...

Mihawk from One Piece perhaps? He's a little weak for that range though, I'd feel more comfortable placing Mihawk somewhere around level 15-16...

Liberty's Edge

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Ah. I see.

You one of those people who think the game should be balanced around the casters and everyone else needs to be brought up to that level rather than have casters reigned back to manageable levels.


To an extent spellcasting's power level sets CR. Most of the high level monsters are horrifically dangerous casters/ SLA users.

Another thing to consider is that the CR system assumes every 2 levels doubles a character's power. Martial prowess doesn't do that as written, Spellcasting does.

EDIT: there is no way Parn is 5th or 6th level in Record of Lodoss War. He MIGHT make it to 4th level by the end of it. That beginning scene that's supposed to be somewhere midway? Level 2 or 3. Don't forget he was level 1 right off the farm when the story starts.

Liberty's Edge

kyrt-ryder wrote:

To an extent spellcasting's power level sets CR. Most of the high level monsters are horrifically dangerous casters/ SLA users.

Another thing to consider is that the CR system assumes every 2 levels doubles a character's power. Martial prowess doesn't do that as written, Spellcasting does.

EDIT: there is no way Parn is 5th or 6th level in Record of Lodoss War. He MIGHT make it to 4th level by the end of it. That beginning scene that's supposed to be somewhere midway? Level 2 or 3. Don't forget he was level 1 right off the farm when the story starts.

The replays have them at 5th level for that fight in the actual D&D game.

Your level scale is horribly off.

Shadow Lodge

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Pathfinder v2 needs to give the spell lists a through combing.

Practically every spell in the game needs to be modified to fit it's level, or it's level change to fit it's actual power. And a fairly large number just need to be cut altogether.

They also need to make the choice between prepared spellcasters and spontaneous spellcasters a real choice again. Strip away all the ways that prepared spellcasters have to cast spontaneously. Likewise, strip away all the ways that spontaneous spellcasters have to add extra spells known. Finally, boost spontaneous spellcasting up so it's progression is equal to prepared spellcasting.

If they don't massively rebuild the underlying system, then they need to make the Automatic Bonus Progression from Unchained into the standard, so that the characters themselves are actually heroic, not just the conduits through which a bunch of items save the world.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kthulhu wrote:

Pathfinder v2 needs to give the spell lists a through combing.

Practically every spell in the game needs to be modified to fit it's level, or it's level change to fit it's actual power. And a fairly large number just need to be cut altogether.

They also need to make the choice between prepared spellcasters and spontaneous spellcasters a real choice again. Strip away all the ways that prepared spellcasters have to cast spontaneously. Likewise, strip away all the ways that spontaneous spellcasters have to add extra spells known. Finally, boost spontaneous spellcasting up so it's progression is equal to prepared spellcasting.

If they don't massively rebuild the underlying system, then they need to make the Automatic Bonus Progression from Unchained into the standard, so that the characters themselves are actually heroic, not just the conduits through which a bunch of items save the world.

Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.

Liberty's Edge

Wizards tore it apart, reclaimed the lumber and rebuilt something else entirely.

Paizo needs to tear is apart and rebuild the same thing from new material and cleaned up blueprints.

Cleaning up the spell list and reigning in caster power is one part of that.


LazarX wrote:


Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.

"Somebody else failed at doing something while attempting to change something, that means nothing should ever change. Ever ever!"

This is especially weird since by all accounts 5th Edition is doing pretty damn well, which proves a game can be different, and still good, and is likely to be successful in the future.

Shadow Lodge

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LazarX wrote:
Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.

Of course you ignore that they also used that strategy when they transitioned from 2e to 3.0.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rynjin wrote:
LazarX wrote:


Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.

"Somebody else failed at doing something while attempting to change something, that means nothing should ever change. Ever ever!"

This is especially weird since by all accounts 5th Edition is doing pretty damn well, which proves a game can be different, and still good, and is likely to be successful in the future.

1. It means that changing for changes sake, for the shrill voices of a small group on this board is not a good reason to sink the very successful boat that is Pathfinder 1.0. You know... the one that outsold 4th Edition 5 ways from Sunday?

2. 5th Edition was a MUST move for WOTC, because 4th edition was sinking like the Titanic. THAT was a very good reason to make the change. Not when your game is selling well like it is.

Shadow Lodge

Krensky wrote:

Wizards tore it apart, reclaimed the lumber and rebuilt something else entirely.

Paizo needs to tear is apart and rebuild the same thing from new material and cleaned up blueprints.

Cleaning up the spell list and reigning in caster power is one part of that.

Exactly. I'm not talking about completely changing things from the d20/3.X system (that would be too good to hope for). But what I am talking about is basically actually making the attempt to have magic be not ridiculously overpowered. Hell, half the problem with magic in 3.x/PF isn't just that it's overpowered compared to what martial classes get, it's that by even the mid-levels, there are spells that completely render some of the more classic adventure tropes irrelevant. Those spells need to be pushed towards the higher levels (or better yet, eliminated).


Something I'd like to ask you guys [Krensky, Kthulhu and anyone else who shares your general line of thought] what exactly do you get out of a game that levels?

For me, the idea of stuffing a game like 5E [where the difference between low level and high is modest at best] with twenty levels is ridiculous.

If you want gameplay to stick at a specific style/point... wouldn't a game that doesn't do levels [or one with a much smaller leveling scale, perhaps levels 1-5 or whatnot] be far more appropriate?

While I dislike the way martials lag behind, I rather enjoy the 'zero to god' spectrum of 3.P. If I'm in the mood for something mundane, the campaign will never go over level 4. If I want some Wuxia/Xianxia/Mythical awesome, the game is going to run somewhere between levels 8 and 12. If I want to play Lords of the Universe, the game starts somewhere above 16 [or a bit under if the game is supposed to be about demigods ascending into their full divine glory.]

And on that occasion that I want zero to god? It's totally there. The best part? A campaign that starts Zero to God doesn't have to actually GO to god, leveling can always stagnate somewhere in the middle, or even be depowered by PLOT should the group decide they like their current cast of characters but don't like the way the game plays at high level.

I suppose all this sort of goes out the window for people who strictly adhere to EXP though [I haven't used it for over five years and still feel abandoning EXP was one of the brightest decisions I've made as a GM.]

Liberty's Edge

Granularity and that due to how my game of choice works leveling is about options and breadth of ability, not just higher numbers since the spread between PCs and NPCs goes from the PC numbers being slightly lower than NPC levels to slightly better than the NPC numbers.

If I want demigods I call the player characters demigods, turn on some campaign qualities, and adjust NPCs as necessary.

If I want mundane stuff, different set of qualities ans NPC adjustments.

Shadow Lodge

Just because you don't get a lot of +1s to everything every time you level up, that doesn't mean that you don't get anything.

Let's take a look at the fighter, since I can just look right at the Player's Basic Rules (the PHB is all the way in the other room. Sue me, I'm on vacation, I get to be lazy).

Level 1, he starts out with a fighting style (chosen from Archery, Defense, Dueling, Great Weapon Fighting, Protection, and Two Weapon Fighting) and Second Wind (a bonus action that allows you to instantly regain 1d10 + fighter level hit points).

Level 2, he gets Action Surge, which allows him to take one additional action beyond his regular and bonus actions.
Level 3, he takes his Martial Archetype.
Level 4, he gets to improve one ability score by +2, or two scores by +1.
Level 5, he gets an extra attack per round.
Level 6, another ability score improvement.
Level 7, another martial archetype feature.
Level 8, another ability score improvement.
Level 9, he gets Indomitable, which lets him re-roll a savings throw he fails.
Level 10, another martial archetype feature.
Level 11, another extra attack.
Level 12, another ability score improvement.
Level 13, another use of Indomitable.
Level 14, another ability score improvement.
Level 15, another martial archetype feature.
Level 16, another ability score improvement.
Level 17, another use of Action Surge and another use of Indomitable.
Level 18, another martial archetype feature.
Level 19, another ability score improvement.
Level 20, another extra attack.

As you can see, there aren't any dead levels. And the really fun toys are the martial archetype features. And his numbers actually do inflate at a pretty decent rate.

Liberty's Edge

That wasn't what he was asking.

Shadow Lodge

Yeah, I see that now that I typed all that out. Hate it when I misread something. g@&~~!n :P


Mogworld by Yahtzee Kroshaw

Often overlooked, very funny with a lot of interesting ideas.


pH unbalanced wrote:
Exactly. Because it wouldn't -- it would be a Coup de Gras, which would require a Fort save vs death, no matter how many hp you had.

Coup de Grace - yeah, that would be a fine way to rule it if you choose and inline with the rules as written. It just doesn't fit with how I view the game world. HP to me is the ability to shrug of injuries and turn deadly blows into glancing blows.

I don't care for the type of world where HP represents being able to be stabbed in the throat repeatedly and surviving.

I mean, if in one of your campaigns, a person is on the block, and an executioner is swinging to take their head off, do you have them roll a CdG? And if the person actually survives the strike, do you rule that then as a miss? Only partially cutting through the person's head?

If after two or three swings, the person is still alive, what does that mean? If you apply the "any HP between 1 and max means you're completely fine" thought, then the guy to be executed is no worse for the wear.

To each their own.

Jiggy wrote:
That which you label as "common sense", you attach a certain weight to. That is, by labeling something as "common sense", you effectively call anyone who disagrees with you an idiot. Sure, you technically give them room by saying that everyone's common sense is different, but I'd wager a guess that if you made a ruling at your table that one of your players contested, and (as with your own example) the ONLY rebuttal they could offer was that you were failing to "apply common sense", you'd be insulted.

Right, but I/my players would never say "Common sense, you're dumb, moving on." If someone disagrees with a ruling, I expect they can explain why.

In a recent session, the PCs were outside hunting game to stock up on their food supplies. After having successfully hunted the game, I stated a time frame for how long it would take to skin/clean/bag the animal.

The person in the group who is a hunter in real life pointed out that my time frame was way too long. He said it would only take a 3rd as long as I had initially suggested.

Seeing that my knowledge on the subject is limited (I don't hunt,) I went with his suggested amount of time.

People do have different expectations and can come to different conclusions. However, anyone who suggests that common sense supports falling 5000 feet and surviving to me is being disingenuous. I'd be more than happy to listen to their explanation though. If its simply "the book says so" - I don't find that to be a common sense argument, that's a mechanics overrules common sense argument.

Liberty's Edge

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I'm 22. In terms of what I read before I was 12, which is about when I started on 3.5 (bolded are what I'd consider standard):
Chronicles of Narnia
The Hobbit, Lord of the Rings
(most important pre-D&D influence)
Various fairy tale collections
Earthsea series
Lots of low fantasy YA books (think Harry Potter, Bartimaeus trilogy)
The Old Kingdom books (Garth Nix, who happened to also write for gaming magazines back in the day)
Eragon series (heavily steals borrows from LotR)
Princess Bride movie
Star Trek: Next Generation and Buffy reruns (fantasy and scifi tv shows in general)

Around my first year or two of 3.5 play, I did dip my feet into MMOs (Runescape), but I definitely don't expect video game-style shops in my RPGs. I also started reading old Dragon magazines my brother checked out from the library, and bought the Eberron Campaign Setting. The latter two were by far the biggest formative influence on my gaming tastes - I'm a huge fan of genre mashup games. I haven't noticed a predilection towards any power level but I'm certainly not averse to epic level games, because there were Dragon articles catering to those games and the articles were interesting to read.

Liberty's Edge

Tormsskull wrote:

I mean, if in one of your campaigns, a person is on the block, and an executioner is swinging to take their head off, do you have them roll a CdG? And if the person actually survives the strike, do you rule that then as a miss? Only partially cutting through the person's head?

If after two or three swings, the person is still alive, what does that mean? If you apply the "any HP between 1 and max means you're completely fine" thought, then the guy to be executed is no worse for the wear.

Cleanly slicing off someone's head is notoriously difficult. If someone survived the damage and made the Fortitude save (vs DC 10+3d12+3x1.5xSTR), then proceeded to roll two more natural 20s and made both their second and third Fortitude saves, then yes, it would be strange. The executioner might worry that the executionee is blessed by some luck deity, and refuse to swing any more. Or if they know the condemned is some sort of demigod, they'll keep hacking away, because some necks are just so ropey with muscle and that you need a half-dozen blows to cut through. This is hardly the worst case of rules falling short of verisimilitude.


Gark the Goblin wrote:
This is hardly the worst case of rules falling short of verisimilitude.

Perhaps not, but what does it look like in the game? Generally when an executioner doesn't cleanly cut off someone's head, the person is still severely and usually mortally wounded.

Assuming we apply the thought that HP of at least 1 or more means "completely fine," then how do we describe this person that survived three swings of an executioner's axe?

If we read the rules in plain text without any extrapolation, we're left with a world where people can fall 5000 feet and land alive and "completely fine", swim around in lava, and potentially move around even though they're dead.

I would argue that these are examples of stretching the mechanics of the game beyond what they were intended to handle, but I wouldn't deride a person for wanting to play that way. Its just not the kind of game I'd want to play.

Shadow Lodge

DungeonmasterCal wrote:
Jacob Saltband wrote:
Have you checked out Kendle Unlimited? There are some good older books available sometimes.
I haven't yet; isn't it a subscription service? That would keep me from using it at this point in my financial status.

I looked through what Amazon had for Edgar Rice Burroughs and found that several books are free for Kindle download without Kindle Unlimited


Pathfinder Starfinder Roleplaying Game Subscriber
Jacob Saltband wrote:
DungeonmasterCal wrote:
Jacob Saltband wrote:
Have you checked out Kendle Unlimited? There are some good older books available sometimes.
I haven't yet; isn't it a subscription service? That would keep me from using it at this point in my financial status.
I looked through what Amazon had for Edgar Rice Burroughs and found that several books are free for Kindle download without Kindle Unlimited

You can also snag some of Edgar Rice Burroughs' books (along with many others) here, as part of Project Gutenberg.


I don't see how arguing about how the game is "supposed" to work is germane to a discussion on what elements of fantasy art/literature influence the thematic aspects of your campaigns?

I do see some very interesting trends here when the discussion is about fantasy "standards." particularly from what I mentioned in the beginning, where certain fantasy tropes influenced D&D games half a century ago to how D&D influenced later fantasy tropes, which in turn became new tropes in new campaigns.


Terquem wrote:
I don't see how arguing about how the game is "supposed" to work is germane to a discussion on what elements of fantasy art/literature influence the thematic aspects of your campaigns?

Yeah, definitely getting into derail territory at this point. I think it helps to explain people's expectations of a game system, though. Its definitely been very interesting, IMO.


Kthulhu wrote:
LazarX wrote:
Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.
Of course you ignore that they also used that strategy when they transitioned from 2e to 3.0.

Ninja'd on this already.

Obviously, changing the underlying system does not mean failure or bad sales necessarily when seeing these items.

On the otherhand, I think PF might actually LOSE a LOT of players if they did something like this.


Tormsskull wrote:
pH unbalanced wrote:
Exactly. Because it wouldn't -- it would be a Coup de Gras, which would require a Fort save vs death, no matter how many hp you had.

Coup de Grace - yeah, that would be a fine way to rule it if you choose and inline with the rules as written. It just doesn't fit with how I view the game world. HP to me is the ability to shrug of injuries and turn deadly blows into glancing blows.

I don't care for the type of world where HP represents being able to be stabbed in the throat repeatedly and surviving.

I mean, if in one of your campaigns, a person is on the block, and an executioner is swinging to take their head off, do you have them roll a CdG? And if the person actually survives the strike, do you rule that then as a miss? Only partially cutting through the person's head?

Of course I have them roll a CdG, that's what the CdG rules are there for. An executioner's axe or similar tool is going to be a x4 weapon so there's no level 1 [or most likely level 4] commoner that's going to survive that, and that's before accounting for the Fortitude Save.

As for someone with the HP to tank that automatic crit and the fortitude save to endure the Massive Damage save? Hell yes they survive it. The sheer toughness of their skin and neck muscles dampen the axe blow, which strikes tough and durable veterbrae and bounces off rather than slicing between or crushing through those of weaker folk.

Quote:
If after two or three swings, the person is still alive, what does that mean? If you apply the "any HP between 1 and max means you're completely fine" thought, then the guy to be executed is no worse for the wear.

It means a weak person is attempting to execute someone far far far above them, and it's not working out.


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GreyWolfLord wrote:
Kthulhu wrote:
LazarX wrote:
Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.
Of course you ignore that they also used that strategy when they transitioned from 2e to 3.0.

Ninja'd on this already.

Obviously, changing the underlying system does not mean failure or bad sales necessarily when seeing these items.

On the otherhand, I think PF might actually LOSE a LOT of players if they did something like this.

Honestly, a lot of the issues the system now has can be traced back to them not faithfully converting spells from 2e to 3e. They took out the drawbacks that reigned in the spam casting of a lot of spells, like haste aging you a year. This made sense from the perspective of people want to actually be able to use their toys, and made the game a lot more fun for casters. But they didn't pay enough attention to how those limitations affected the spell's perceived power. Most of the spells that are considered broken today either had expensive material components that are now trivial to find because of reworks to the economy or metagame drawbacks to reduce their usage.


Wouldn't the Haste Aging thing just have all the martials and martial-oriented-casters playing Half-Elves and Dwarves and such [perhaps full Elves in the case of dex-based martials] and the Full Casters not targeting themselves with the spell?

Liberty's Edge

It didn't in any of the editions before 3.X.


In those editions non-humans had level limits didn't they?


I've noticed a more recent trend in where a lot of groups don't want to start at 1st level. I wonder if this could be traced back to some of the different standards people have for role playing games?

It seems like the farm boy turned hero was a well-known trope, not sure if it is as common today. If more recently the standard has the main characters start off as already quite skilled/competent, then it could explain this to some degree.


I suspect part of it is the lethality of level 1 and 2 [and the presumed (often even on these very boards somehow) impotence of casters at that level] that has people wanting to start at higher level where their character is less likely to die to a random axe.


Tormsskull wrote:

I've noticed a more recent trend in where a lot of groups don't want to start at 1st level. I wonder if this could be traced back to some of the different standards people have for role playing games?

It seems like the farm boy turned hero was a well-known trope, not sure if it is as common today. If more recently the standard has the main characters start off as already quite skilled/competent, then it could explain this to some degree.

I don't like starting at first level because (as my group's usual GM) I'm walking a razors edge where any (un)lucky crit can turn a PC into ground beef.

EDIT: Ninja'd


Also, assuming your previous games have started at 1st level, you've probably played more at that level and less at higher levels - due to character or game death. Some are just bored with it and want to get to higher levels they're less burned out on.

Also some may feel like their characters builds don't really come together and do what they want to do until after the first few levels.

I don't think it's really a fantasy standard thing. Farm boy's always been a common trope, but so has barbarian warrior or other elite hero type.

Liberty's Edge

kyrt-ryder wrote:
In those editions non-humans had level limits didn't they?

Not that majorly impacted anything other than munchkins and the were routinely ignored.

Also, in real terms and most games, the age one year thing was a paper tiger. The potential long term effects of polymorph and resurrection were more felt.


Tormsskull wrote:

I've noticed a more recent trend in where a lot of groups don't want to start at 1st level. I wonder if this could be traced back to some of the different standards people have for role playing games?

It seems like the farm boy turned hero was a well-known trope, not sure if it is as common today. If more recently the standard has the main characters start off as already quite skilled/competent, then it could explain this to some degree.

That's a story telling trope that is independent of genre. You can do do zero-to-hero in sci-fi, modern military, sports, etc. Examples include:

Karate Kid
Batman Begins
Highlander
Ender's Game
Dr. Who (not the Doctor, but Rose Tyler and a couple other companions)

And there are plenty of fantasy stories that don't rely on this trope for characters:

The Princess Bride (Westley enters the story fully capable)
Lord of the Rings (Aragon and Gandalf don't need training montages)
Thieve's World (an old favorite of mine, but it's format was always dealing with characters in their current state)
Drizzt Do'Urden, it isn't until the second trilogy that his origin story is dealt with.

I've often found D&D a very limiting game in that it only does the zero-to-hero style of story. Starting at a higher level is the only way to really modify that.


Irontruth wrote:
I've often found D&D a very limiting game in that it only does the zero-to-hero style of story. Starting at a higher level is the only way to really modify that.

This partly depends on the setting and how literally one chooses to read EXP [or better yet don't use it at all :P]

In a setting where almost nobody passes level 4 in their lifetime, you can start a level 1 campaign with a professional.

Not likely a full scale veteran, but someone who's been through several engagements [perhaps a small war, the kind that lasts no more than a few years] and knows their way around the battlefield.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Caineach wrote:
GreyWolfLord wrote:
Kthulhu wrote:
LazarX wrote:
Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.
Of course you ignore that they also used that strategy when they transitioned from 2e to 3.0.

Ninja'd on this already.

Obviously, changing the underlying system does not mean failure or bad sales necessarily when seeing these items.

On the otherhand, I think PF might actually LOSE a LOT of players if they did something like this.

Honestly, a lot of the issues the system now has can be traced back to them not faithfully converting spells from 2e to 3e. They took out the drawbacks that reigned in the spam casting of a lot of spells, like haste aging you a year. This made sense from the perspective of people want to actually be able to use their toys, and made the game a lot more fun for casters. But they didn't pay enough attention to how those limitations affected the spell's perceived power. Most of the spells that are considered broken today either had expensive material components that are now trivial to find because of reworks to the economy or metagame drawbacks to reduce their usage.

Let me get this straight. You want discourage Haste use by spellcasters in order to "weaken" them in power. Do you have any idea how many players of martials will howl if that was done? Haste is one of the buffs most demanded by parties, who are you helping by eliminating it's use?


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Gark the Goblin wrote:


Lots of low fantasy YA books (think...Bartimaeus

That was a damn good series. Wish there were more.

Irontruth wrote:


That's a story telling trope that is independent of genre. You can do do zero-to-hero in sci-fi, modern military, sports, etc. Examples include:

Ender's Game

I would dispute that particular example. Ender doesn't really go from "zero to hero" he waltzes in, takes a very short time to get his bearings, then crushes everyone and everything that gets in his way up through the finale.


Caineach wrote:
GreyWolfLord wrote:
Kthulhu wrote:
LazarX wrote:
Yes, they must destroy and rebuild it all from scratch... Following the same winning strategy that WOTC did when they moved beyond 3.5.
Of course you ignore that they also used that strategy when they transitioned from 2e to 3.0.

Ninja'd on this already.

Obviously, changing the underlying system does not mean failure or bad sales necessarily when seeing these items.

On the otherhand, I think PF might actually LOSE a LOT of players if they did something like this.

Honestly, a lot of the issues the system now has can be traced back to them not faithfully converting spells from 2e to 3e. They took out the drawbacks that reigned in the spam casting of a lot of spells, like haste aging you a year. This made sense from the perspective of people want to actually be able to use their toys, and made the game a lot more fun for casters. But they didn't pay enough attention to how those limitations affected the spell's perceived power. Most of the spells that are considered broken today either had expensive material components that are now trivial to find because of reworks to the economy or metagame drawbacks to reduce their usage.

I pretty much agree. 3.0 took away a lot of the baggage/problems with using magic in earlier editions, without considering the effect that has on the utility and power level of casters

"Fixing" the magic system/spell list doesn't require anything like a complete overhaul of the game. I think you could significantly bring down the caster-martial disparity of the game with a few mods to the more powerful spells, slight tweaking of spell lists, and overhaul of the 9 level casting classes. Restricting the number of schools a Wizard can cast from would for instance do wonders about the whole "I have a spell for that" problem.


LazarX wrote:
Let me get this straight. You want discourage Haste use by spellcasters in order to "weaken" them in power. Do you have any idea how many players of martials will howl if that was done? Haste is one of the buffs most demanded by parties, who are you helping by eliminating it's use?

I didn't get that impression at all. I got the impression that Caineach believes that powerful spells in 2e were balanced based on other factors. When those spells were ported over to 3e, many of those other factors fell away.

That should not imply that bringing back those factors is the way to go in Pathfinder.


To be honest mine comes from the Sword of Truth novels I started reading at the age of 14. From there it progressed from video games like Final Fantasy, Elder Scrolls, Aidyn Chronicles (one of my favorites, but a less known rpg), Legend of Zelda, etc.

Now when I create characters I take concepts from everything I see. I made a Maleficient with Dragon shape. Ive made Deadpool, Crona (From Souleater), Maka (from Souleater) and many others.

Shadow Lodge

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Aside from scrubbing out all the limitations like Haste aging and the like, the 3.0 developers basically just copy/pasted the spell descriptions, durations, etc from 2e. They didn't bother to take into account the (rather massive) change to a completely new system.

For example, durations got a MASSIVE buff in the transition. If something lasted 5 minutes in 2e, that was actually only 5 combat rounds. 5 minutes in 3.x/Pathfinder is 50 combat rounds. Essentially, a substantial number of spells got their duration multiplied x10.

3.0, and it's successors 3.5 and Pathfinder really are "Caster Editions" in almost every sense of the word.

Liberty's Edge

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Wishes used to be chancy things, the DM was explicitly encouraged to twist them. Not to the point you never used them but enough to make you THINK about what you were asking for. Except when they were coming from an efreet or similar beast, in that case you were likely screwed.

Granted, many DMs went well past that, but no rule set can protect you from a Richard.

3.X gave you a nice, safe, menu of choices that the DM couldn't twist or interpret and then made getting Wishes relatively easy.

Fireball has been steadily made easier and easier to use. Back in the day having it in your spellbook was, for some groups, justification to kill your mage in his sleep before he could cast it in combat and kill the whole party by accident. Lightning bolt used to reflect off solid objects, you could only choose the first target in chain lightning after that it arced to the nearest target.

Plus they made combat casting stupidly easy. People used to carry large supplies of darts or throwing knives or throwing stones to help counter casters since even one point of damage would render you unable to cast a spell for a round.

Oh, and while the simplification of saves was generally a good thing, it was poorly and inconsistently implemented.

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