PC's in MMO's aren't generally like people in real life. They don't go home on a regular nightly/weekly basis. They'll wander hundreds of miles away for "weeks" on end, barely ever stopping by their home town. With that in mind, how do we make an assassin/bounty hunter able to track down a PC in order to kill them? Obviously we don't want to put homing beacons on pc's that track their movements down to exact spot on your minimap. But at the same time, leaving their location completely unknown renders assassins both neutered and largely un-fun to play. So, some thoughts. A bounty contract will allow you to see "last town visited" (LTV) by the target, at the time the contract was written. From there we rely on the streetwise skill. A person hunting a target goes into the LTV by the target and starts talking to various npcs. For each success, you build up a little bit of information, for each failure you build up a little bit of "notice". (i.e. Hey man, some guy's been asking around for you). When you reach enough success, one of two things happens: If the person has been active in a different town since the contract, it becomes the new "LTV" and the cycle restarts. If the town really is the LTV, you are given a 7 hex "super hex" that has his general location in it. With a bit of searching through those hexes, you can narrow that tracker down to that one single hex that contains your target. Beyond that, your on your own.
My main question: What happens if the potential assassin targets (master smith, expert farmer, etc.) are alts who only come on long enough to do their chore as needed? Its hard to assassinate a master smith who only comes on long enough to craft armor for a friend, then goes off and comes back as a main.
Tigari wrote: I don't think there should be a "forgiveness" for FF. When using AoE, it's part of the calculations you need to make. Will I hit team-mates? If I do, how much damage will I do? Will the damage I do to enemies outweigh the damage I do to my team? (this is all under the Good alignment I guess. (Chaotic)Evil will just do it. and say it's the teams fault for being in his way :D) Missed this first time through. Forgiveness is for the alignment/reputation side of things (upto and including the flags that may come with it). Basically, it allows for players to take agreed upon actions even with the understanding that they may be hurt in the process. I.E. If your fighter is in melee with a group of enemies, and he asks you to AOE them, why should you get an align/rep hit for doing what he wanted done? After the fight, the fighter can turn around, forgive you, and alls well. He still took that fireball to the face, suffered the damage from it, and maybe even had to be resurrected because of it. However, he wanted that fireball to come flying his way. On the other hand, if your wizard gets uppity, starts throwing fireballs without thinking and fries his fighter, the fighter can just let nature take its course. He can either take the time to explicitly not forgive the wizzy, or just let the wizzy's "offense" sit in the queue for 24 hours, either way because the wizard was an idiot, he'll suffer the penalties for it.
Bluddwolf wrote:
That could happen, but at the same timeif the person wanted to grief, he could run out in front of you to simply get you to lose alignment/rep anyhow.
The game generally keeps track of who's "attacked" you, so that if you truly want to you can issue bounties, death curses, etc. It shouldn't be too hard then, to give players a box listing people who have "wronged you" (i.e. attacked you, hit you with spells, etc.) that allows people to choose whether or not to forgive that person or not. The system is unforgiven biased, and you have 24 hours to choose to forgive or not. If you do not forgive them within 24 hours, then the game assumes you do not forgive them. If you do forgive them, the the game simply refunds the reputation/alignment hit they took for the attack. (Alternatively, the reputation hit does not take effect until the choice is made to forgive them or not). I don't see this option being open for system abuse, though you always have the chance that the person who should forgive you simply chooses not to.
Being wrote:
Its a balanceing issue. You want a certain number of good guys and a certain number of bad guys. If you get your risk/reward balance off, then you end up with either more wolves than you want. You quickly run out of sheep. For example, if your risk is too low, and you have too many thieves/bandits then your traders with the "traveling flag" will fall away. Sure, the amount that each bandit gets is just a "tax", but just because you were robbed once on a trip doesn't mean you won't get robbed again, and again on the same trip. If the risk is too low, then the likely hood of multiple robberies increases, and with that the number of people willing to risk being a trader.
Zanathos wrote:
I focus on the long term risk/reward balance because it is very important for the game. If the risk is too low, then you end up with a situation where you have too many wolves and not enough sheep, or you simply end up in situations where you can't accomplish anything because so much of the game turns into a back and forth battle of "forced" PVP. (i.e. someone starts ganking, the other side retaliates, and you end up in rolling PVP battles when all you really wanted to do was chase a quest in a specific area). If the risk is too high then an aspect of the game that you actually WANT (and don't get me wrong, I WANT people to be "Bad guys" becomes a gameplay style that isn't viable. Nobody wants to do it, because the cost for doing so becomes unacceptably high for too many people, and the game ends up rather boring. The key is to find that right balance. Banditry is generally, in the long term, a high reward occupation. This makes it attractive. What you want is enough of a risk associated with it that it acts as a damper on the number of people who would actively pursue the path.
Valkenr wrote:
Then in a way you've missed the entire point of the thread. A tavern that people go AFK in fails just as bad as a tavern that nobody uses at all. The point is to have the tavern become a social hub.
Valkenr wrote:
My problem with SWG Cantinas were that they were "forced" downtime. Sure you didn't "HAVE" to go to the cantina (except for wounds), but if you (or your guild) wanted you to have max potential, you pretty much needed to. It becomes a balancing act. How do you entice people to enter a bar without them feeling like they HAVE to go(and spend time) to the bar when they don't want to? One thing that would pop out at me would be a convenience factor. Perhaps some things are just easier to do while in there. (Pick up groups would be one thing I would make very bar convenient).
Taverns are the center of the "Kaverns and Kobolds" gaming world. Its where adventurers meet up, spend their gains, relax, and start/end adventures. Oh, and they also get Drunk. Now in an MMO, especially DDO and Neverwinter, I've seen this concept fall flat. Taverns are simply not fun to hang out in. In fact, they are quite boring. First, you can't really get drunk in video games, so that reason for going to the taverns is done. Second, there's nothing to DO in the taverns. People in bars beyond getting drunk also tend to want something to do. I say we get some tavern games. If this was DnD I'd suggest Three Dragon Ante, butits not...so you might try finding some non-poker style gambling card games you can make analogues of for Pathfinder. Then there's Liars Dice, commonly seen in Pirates of the Caribbean and some other games. You might also add in darts, ringing the bull, or other olde taverns. The key here is when you have "down time" in the game, either enforced, or when the player just doesn't want to craft, explore, kill (etc.) they can go to the tavern, pick up a game and play.
I've just been reading up on the PVP and flagging system over on Goblin works (I know, I'm behind the curve here). I wanted to talk a bit about the concepts of Risk vs Reward and long term consequences for criminal actions. I'll step into the real world for just a second, and ask, if being a criminal is profitable, why don't more people do it? The answer is that the risk for doing so is, for many people, unacceptably high. Sure, you can rob a bank and get away with 30-40 thousand dollars, but in the process you risk spending a very large amount of time in jail, or even a very permanent vacation in a 6 foot hole. Being a criminal means you have a very high reward potential vs a very high risk potential. You can earn lots and lots of loot, with the risk (generally one that grows higher with every crime) of losing pretty much everything. When you leave the real world and go back to MMO Land, you end up losing keeping the high reward, but you lose the high risk. There's a very good reason for not killing characters (permanently) or locking them up for long periods of time. Both tend to drive away players. However, I've found that without some level of risk that counters that level of reward, you end up with a very lopsided equation that has more people than "normal" deciding to take up the mantle of criminal. Its simply too lucrative a job in the long term. I talk about long term risk here, because when you look at short term risk, things look fairly equal. Both players have a chance to live or die, and both stand a chance to lose items upon death. Even if you lopside the short term risk, (say wolf loses 2 items, sheep loses 1 on death) the short term risk is outweighed by long term gain. On top of this the wolf generally takes precautions when hunting to lower his short term risk. For example, A sheep might be wearing their "Best" gear because they are going to/have been hunting monsters/dungeons for the better part of their gameday. These better items are generally "essential" for this style of play. On the other hand the wolf, knowing the risk he is about to embark on, generally puts on gear that is "good enough", and looks for the best time to strike. Remove any illusions of the Robin Hood walk up. What generally happens is a wait for an opportune time such as after a grueling combat before the strike happens. This greatly lowers the wolfs hunting risk, and helps him build that reward. Will the wolf lose? Yes, but statistically speaking, over the long run, his gain ends up being much more than his loss. The question then, is how do we fix the long-term risk/reward system so that the high reward of choosing the outlaw life is balanced by some sort of long term risk? The path they are on is a decent start, but I don't think it works to level out the equation, though unfortunately, I don't have the answers for that problem just yet. The key though is that once flagged criminal/evil, getting killed for those actions (such as through a bounty or a death curse) should really really hurt.
Cheapy wrote: I believe teamwork feats were originally a cavalier only ability that was split off as feats to accommodate Inquisitors. I have nothing to back that up, but it makes some sense. They are generally better than most feats, due to the high cost of them. The idea of them isn't new. Star Wars Saga had them, and they worked in much the same way. Though, thankfully, the feat wasn't completely useless by itself. They were generally along the lines of "+2 to this skill, and an additional +3 for every person who has this skill within X distance from you" While not as good solo as the skill focus feat in Saga (+5) if the entire team took it, it became an awsome ability.
Charender wrote:
However, under the group system, regardless of the choice it will be usable for the team. Yes, you can't get everything all at once, but in the end, whatever feat they do choose is usable. Under the other system, people all get what they want, and then nobody can use it. I would argue that if we were to keep the current teamwork feat system the feats themselves need to change from gaining a bonus if someone else is with you that has the feat, to "This is a feat that grants bonuses to team-mates."
I would toss in the cost of casting these spells is prohibitively expensive for a city to do. The cost to cast a spell as a service is 10 x Caster lvl x Spell lvl in gold pieces. I would reduce this by half because the caster is most likely on retainer or payroll. Untrained labor gets 1 sp per day, and the top level professionals can at most, expect somewhere in the neighborhood of 25gp per week. (max die roll, +23 skill, +8 stat) Your basic professional can probably earn, on average, 8 gp/week (3 ranks, avg die roll, no stat bonus). What are the min costs to cast spells?
lvl Price(gp) Price($USD)
Charender wrote:
See though, I don't like teamwork feats because while they are a good thought, its like trying to use a butter knife on a screw. There's some workability there, but in the end its simply the wrong tool to use. Teamwork feats are an attempt to put the ability to work as a team as something an individual picks up. So, lets say a mage and a thief are working together. After 3 levels, your thief picks up Feint Partner, your mage picks up Shielded Caster. This 3 levels of working together gives them a new individual feat, and they ended up afterwords not able to work together any better than they were after they first met. This is why I keep going back to saying that there needs to be some way of treating the GROUP as an entity, not just the players. Yes its a bit more abstract, but I think its a better tool for the job than teamwork feats as we have them.
jreyst wrote:
I think using a hardset number is a problem (i.e. 10) Go instead with some multiple of your game group size (or average group size). Otherwise your system means its harder for 2 people to learn to work together than it is for 5 people.
Harley Quinn X wrote: Plus this sort of system would fall apart in something like Organized Play, where you don't always have the same group of people in every session. Would you have to pick a new Group feat per session? But then again, that would be the same problem with Teamwork Feats as they are now, with maybe the exception of people who can give their Teamwork Feats to allies like the Cavalier can. As a group system would be an optional (and modular) type of system, all you would need to do would be to "remove" the system.
My thoughts: Treat this as a form of prestige class, in a sense. The requirement is that they have to be turned into an undead. The first thing that happens is that they aquire the "Undead template." You'll have to probably write it up yourself, but thoughts include:
The template should be fairly minimal. Then, the character has the option of advancing in the "prestige class" (i.e. take it at level 1 on their next advancement and go from there) or to continue on in their own class. I would also consider a "Humanity" stat or something similar to represent the character fighting his new nature, and not trying to "eat" or kill his party.
I can't help it. I'm a HUGE fan of 4th edition's Warlord. A class who's primary job on the battle field isn't necessarily to fight, but instead to coordinate the battle to the benefit of his allies is just such a great concept. As it is, I would like to create a "Warlord" for Pathfinder, and I figured you guys can help. My thoughts:
Schtick:
Team Leader - Any of the warlords allies may utilize any teamwork feats that the warlord has, as if both they and the warlord had the feat. Bonus Feat - At level 3, and every 3 levels thereafter, the warlord may take a teamwork feat as a bonus feat. He must still meet all other requirements. Tactical Points - A warlord gets a number of tactical points equal to 1/2 his level (min 1) every day. These refresh after 8 hours of sleep. Tactical points may be spent as follows:
These are my thoughts so far. What can you guys think of?
Steel_Wind wrote:
While that is true, a group system could open up more opportunities than simple teamwork feat accrual. (as for exactly what, that would be for full designers to come up with)
There's a number of ways to deal with how to advance a "group". Average party level
I do think the party system should be fully modular to the rest of PF. Meaning that If i have a character from My game, where we use the system, and take him to a friends where they don't, then beyond noting that I don't have the "team feats" there are no changes or adjustments needed.
Jackissocool wrote:
100+ posts...haven't read everything, so if I missed it, my apologies. I would like to see a PF equivalent of the 4e "Warlord" class. His primary focus is on directing his allies in ways that make them perform better or more often. This type of 3e character class could be alot of fun to play.
I love the concept of the teamwork feats. I hate their execution. I didn't like them in Star Wars Saga when I saw them, and I can't say I'm a fan of them in Pathfinder either. My problem with them is that generally the feats require other people to also purchase the same feat to be of any use. With the feat economy generally as tight as it is, it makes this sort of proposition fairly unusable. Instead, I would rather see the game opt for treating the "group" as an entity. Just like a player, or even a familiar, the "group" can increase in strength. One of the advantages for this increase in strength would be the gaining of the "Group Feats" which, basically, are the team work feats we have already. The only difference is that once the group grabs the feat, everyone counts as having it. |