Kirth Gersen wrote: Yes! Compare with discern location and it's clear there's something askew in 3.5. It's like no one bothered to think that maybe locate object/locate creature/find the path/discern location form a spell chain, and maybe they should be scaled against each other. To my mind, find the path should be good for threading mazes and labyrinths, or finding a village in the jungle, but discern location would be needed for "where is the Lost City" or "how do I get to the treasure vault?" Yes, they form a spell chain. Yes, they should be scaled against each other. That is basic game design and what this game revision should be about. I am wondering, in terms of what Selgard said about the DM adjudicating the spell(s) properly, whether we accept that spell returns variable results. Spells, both arcane and divine, are mystical processes; on one occasion FtP may provide a glowing path through the jungle to the Lost City. On another occassion, the caster receives an 'impression' to head West; soon after the caster comes out of the spell's trance there is a knock at the door - a merchant asks whether the PCs will do escort his caravan westwards over the Blue Mountains [hint hint]. The detail provided is different, the reliability of the spell variable and the story progresses. Progressing the story is after all the purpose of this game mechanic.
Ross Byers wrote:
You make a fair point. The thing is whether favoured class is associated with a penalty (XP penalty) or with a bonus (extra hp or skill) it is a game mechanic and is as such easily amended or dropped altogether. The more significant issue is what was the favoured class rule intended to achieve? I don't know if there are any designers notes specific to this issue but it would help to evaluate how successful it has been but in any event it is clear there is plent of discontent. I think favoured class is meant to work on two levels. One is to enhance campaign flavour by encouraging characters to match certain races and classes. Saying not only "halfling make good rogues" and "dwarves make good fighters" but also "dwarves don't make good wizard/rogues" however they could make single class wizards or rogues or fighter/wizards or cleric/rogues. But this is just about the feel of the gane and can be easily modified for any campaign. Secondly, favoured class is intended to stop min/maxing and level dipping in a way that breaks the game. Reading the message boards it seems like there is real concern that the rules should prevent this kind of play. The question is whether the favoured class rule achieves either of these. If it doesn't what are alternatives. I haven't seen any put forward only the suggestion to drop favoured classes. NB I am relatively new to the message boards and am not that acquainted with all the ongoing dicussion.
Selgard wrote:
I agree with this. Seeking divine or arcane assistance in a Quest is a staple of the fantasy genre. The spell itself is a mechanic that provides an entry into roleplay. In this case getting to the location is the challenge once its' whereabouts is known. Or there may be a valid ingame reason for the location being undetectable. Find the Path can stop a storyline stalling.
theinuit wrote:
I can see what you mean. From a game design point of view it is more elegant if the race features promote the race/class synergy rather than "shoe-horning" players into making character development choices. Although the ability to combine any two classes without penalty is one of the human race features along with bonus skill & feat. The removal of the favoured class negates a human advantage. It is possible to replace this in game mechanics terms but there is a loss of flavour for human characters who are supposed to be the ultimately adaptable race.
Grimcleaver wrote:
I agree with Grim, favoured classes support the idea that certain races are good at certain things. I think that a bonus (eg. extra skill point) is better than a penalty (eg. XP penalty) just because it's more positive but also because it reinforces the idea of race/class synergy. The idea of racial abilities developing as play progresses was kind of reflected in the Racial Paragon classes in Unearthed Arcana. I don't think it was well developed but a good idea non-the-less and may be worth revisiting in some way.
I remember playing D&D with the Basic/Expert rules. Then all Halflings were Thieves (Rogues), all Dwarves were Fighters and Elves were Magic Users (Wizards). I suppose, but I may be mistaken, that the favoured classes exist as a legacy of those rules and to add to the race concept. Favoured classes should stay but, as it has been pointed out, in different campaigns the specific favoured classes may need to vary. It's all about the flavour of the game in the end. Even if it's plain old vanilla.
Alediran wrote:
That sounds very cool indeed. The way it was described it makes them sound like school specialists wizards. Would they be the studious or would they be intuitive/spontaneous casters?
Zynete wrote:
I agree with you Profession (specify) should do more than allow you to work at a regular job.
Fake Healer wrote:
I agree. d12 is the most appealing, attractive, noble of all the dice. |