Monsters you can play


Pathfinder Online


In the table top you can play monsters like goblins. If you can play

monsters, you shud hath fun being a monster like if you play a minator

you shud be stronger thin a humemin but gards cost more goled.

Goblin Squad Member

Any suggestions for transferring level penalties for this kind of idea?

Goblinworks Executive Founder

Blaeringr wrote:
Any suggestions for transferring level penalties for this kind of idea?

Slower skill training? Limited/harder to craft weapon and armor choices? Specific counters against creatures not of the humanoid type?


Well if i had my way it whud tack more time to make armor and wepons and more gowld if you by. So i whud play a minator or
a goblin.

Goblin Squad Member

Rigbor wrote:

Well if i had my way it whud tack more time to make armor and wepons and more gowld if you by. So i whud play a minator or

a goblin.

Meaningless penalties if you play a character who doesn't craft. The bonuses for minotaurs are all about combat, so why are the only penalties you suggested completely unrelated to combat?

Goblin Squad Member

Blaeringr wrote:
Rigbor wrote:

Well if i had my way it whud tack more time to make armor and wepons and more gowld if you by. So i whud play a minator or

a goblin.
Meaningless penalties if you play a character who doesn't craft. The bonuses for minotaurs are all about combat, so why are the only penalties you suggested completely unrelated to combat?

Seconded, considering when it comes to crafting/combat both of those are classes that on their own will always be better when a crafter and a combatant ally together and focus on their specialization. A pure crafter who always crafts, and a combatant who goes out and brings back the shiny stuff to bring back to the crafter will always be a better combatant.

As far as money, that never balances anything, Once guilds have large infrastructures, guilds etc... Money becomes less and less of a factor.

Quote:
Slower skill training? Limited/harder to craft weapon and armor choices? Specific counters against creatures not of the humanoid type?

The specific counters part could work, IMO slower skill training will still have less and less impact the longer the game goes on, considering GW does not intend for a 20/20/20 to be stronger than a single 20 (only more versatile), that means that 2.5 years in, the pro's will absolutely outweigh the cons, unless the racial advantage is not even slightly significant.

Goblin Squad Member

Did anyone ever play LOTRO? I never did much, but as I understand it they had a system were players could play orc/goblins etc... but only as opposition to other players in PVP.

I have seen some stuff on LARPing systems, where new people can play for free as long as they play the random monsters, while others have to pay to play persistent heroes.

The point being, I wonder if GW could implement a similar but slightly more in-depth system where a player could choose to play 'monster' races, but they would spawn at monster camp locations and would be opposed to all other players. Possibly even give those players more control over what the monster camps would do.

I know it would be very hard to balance, and comes with its own slew of problems (greifing galore, using monsters to attack your enemies without consequences), but it could satisfy some player's desire to play monster races and produce more/higher quality random sandbox material.

Besides that I am not too sure how you would balance having powerful races mixed in with the 'normal' ones, though the ideas above are good. Just like in a certain tabletop game that is similar to pathfinder, some races are more powerful so choosing ones causes you to level slower.

Goblin Squad Member

DendasGarrett wrote:
Besides that I am not too sure how you would balance having powerful races mixed in with the 'normal' ones, though the ideas above are good. Just like in a certain tabletop game that is similar to pathfinder, some races are more powerful so choosing ones causes you to level slower.

True... which also was regarded as highly unbalanced, resulted in far more problems than benefits overall, which is why the concept was one of the first things scrapped from pathfinder. Leveling slower is only fixable via a level cap... which then breaks it again in reverse. For the purpose of PFO you have to immediately think ahead to 4-5 years down the road. You do not want people to think oh crap I would be way better now if I had made a Minotaur 5 years ago... now no matter what I will never be as strong as Jim...

Now to some the hurt early be better later is a fair trade, IE rewards planning etc... In the end that idea also kills the immersion of the game, because if the majority were smart enough to plan we'd also wind up with a world with a majority of civilized minotaurs, LG tiefling sorcerers, hundreds of ogre paladins etc....

The compensation would be to put a cap, IE their abilities start out stronger, but then have a lower cap... which results in the opposite issue. Monstrous races are a huge ever-changing balancing act that requires massive adjustments that change every level.

Goblin Squad Member

1 person marked this as a favorite.

Or you could go the Tera route where huge giant-blooded men are no stronger, and no different in any stat, than a race of little girls...

No wait, that's an awful idea...


peneltys, longer time to lern or chrane a skill


as i was saing race, MINOTAUR
penlties, -4int, -2cha, more iron and time is neaddid to make armor
and wepons,
advantiges, gore(horns) more info later, +8 str, +4con, can not be
lost or flat footed,


I came up with the anser you start with better stats but you take 2 times
as long in 3 skills or chang how the hath-orc lucks for the minators.
all my eggzampells are Minotaurs.

Goblin Squad Member

Some monsters would be PC level normal, like Kobolds and Goblins. They would not be any different than playing any other PC race.


Don't overlook the obvious. Is the player looking to obtain some advantage? Is the player ok with the 'skinning' of a minotaur but with the stats of a standard race?

For example. Player X wants to play a minotaur. He begs and pleads with the GM, offering to take penalties to, say charisma or wisdom. slow or less skills, etc. GM gives in, and Player X gets Minotaur character.

Now the player just whips up a minotaur Barbarian, minmaxes the stats, and effectively never suffers from the supposed 'penalties' he took, because what he wanted out of a minotaur, he got. I as a player or gm would have a problem with this, since he's not really looking to play in a group, he's looking to outshine them in, oh say, sheer slaughter.

Instead, if the player would like to roll up a half orc, and roleplay it as a minotaur, I'd be alot more willing to let fly. they're not imbalancing existing rules, and the player's bringing major possibilities in with the character.

I kind of liked the old 3.5 solution of + race levels, but even that's abused.

Goblin Squad Member

Personally I just wouldn't like to see player controlled minotaur, trolls, and ogres. I would far rather just have races like goblins and kobolds that don't need a level modifier.

Characters with level modifiers seem like they would be weaker early on in the game but incredibly powerful once they hit capstone.

Goblin Squad Member

Andius wrote:

Personally I just wouldn't like to see player controlled minotaur, trolls, and ogres. I would far rather just have races like goblins and kobolds that don't need a level modifier.

Characters with level modifiers seem like they would be weaker early on in the game but incredibly powerful once they hit capstone.

Even those to some extent in an MMO wind up a bit annoying. Mainly just because a significantly disproportionate amount of people wind up with the oddball rarities. Having 1-2 LG paladin goblins in the area at a time, pretty cool. Seeing 25% of the population as LG kobolds/goblins/drow/tieflings = murder on the setting.

Goblin Squad Member

If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.

Goblin Squad Member

Blaeringr wrote:
If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.

And that is balanced after they reach capstone how?

Onishi wrote:
Andius wrote:

Personally I just wouldn't like to see player controlled minotaur, trolls, and ogres. I would far rather just have races like goblins and kobolds that don't need a level modifier.

Characters with level modifiers seem like they would be weaker early on in the game but incredibly powerful once they hit capstone.

Even those to some extent in an MMO wind up a bit annoying. Mainly just because a significantly disproportionate amount of people wind up with the oddball rarities. Having 1-2 LG paladin goblins in the area at a time, pretty cool. Seeing 25% of the population as LG kobolds/goblins/drow/tieflings = murder on the setting.

True, but that is just a problem you will run into in any game. People are trying so hard not to conform or be cliche that your standard and sensible characters that would be "the norm" become the exception to the rule.

It's an unfortunate downside of roleplay we'll just have to live with like armies of LG Half-Orcs and fighters with Int, wis, and cha dumped to the minimum possible level but somehow can construct sentences, have decent looking characters, and are coming up with plans for the party to execute.

Scarab Sages Goblin Squad Member

DendasGarrett wrote:

Did anyone ever play LOTRO? I never did much, but as I understand it they had a system were players could play orc/goblins etc... but only as opposition to other players in PVP.

I have seen some stuff on LARPing systems, where new people can play for free as long as they play the random monsters, while others have to pay to play persistent heroes.

Not surprising, since you were effectively volunteering to get boffed on the head.

DendasGarrett wrote:

The point being, I wonder if GW could implement a similar but slightly more in-depth system where a player could choose to play 'monster' races, but they would spawn at monster camp locations and would be opposed to all other players. Possibly even give those players more control over what the monster camps would do.

I know it would be very hard to balance, and comes with its own slew of problems (greifing galore, using monsters to attack your enemies without consequences), but it could satisfy some player's desire to play monster races and produce more/higher quality random sandbox material.

That could solve a lot of issues with monster AI.

Players will start getting lazy, metagaming what they expect the typical orc/goblin response will be, expecting to bunch them up for a fireball, kite them, or draw aggro to a PC that can't be hit.

It'll shake them up, if they start encountering enemies who act with half a brain.

"He ran past the tank! He's hacking the wizard! What's going on?
I'm taunting him, but he's just giving me the finger! This ain't right! It's all going wrong! Flee! FLEE!"

Goblin Squad Member

Andius wrote:
Blaeringr wrote:
If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.
And that is balanced after they reach capstone how?

Well, it's not like most characters will stop training when they hit capstone.

Personally, I'm a huge fan of being able to distribute our skill training points among a wide variety of expenditures, including accomplishing certain things (like stockpiling scrolls) while offline. I think that reducing that pool of training points is the closest thing you can get to an XP/Leveling penalty. If those training points can also be used to accomplish things other than actual skill training, then the penalty is still a penalty even after the character decides to quit training skills.

Goblin Squad Member

DendasGarrett wrote:


The point being, I wonder if GW could implement a similar but slightly more in-depth system where a player could choose to play 'monster' races, but they would spawn at monster camp locations and would be opposed to all other players. Possibly even give those players more control over what the monster camps would do.

This idea sounds fun! Just a really cool way to implement Dungeon Masters in the open world :) I see this working as an RTS (Dungeon Keeper style) where a player gets to control the monster camp and can send out harassing units until other players are forced to come find and destroy the camp.

The way I see it working - The DM is given a limited amount of resources and a max monster cap. (as DM's level up their summoning pool and monster population goes up) As the DM raids towns, kills players & random NPCs they get more resources to build out their dungeon.

The DM can group up with other players and "summon champions" where a player controls a powerful boss unit (like a Minotaur) to keep it social and fun.

The DM could give up control of the dungeon and let other DM's take over (i.e. they have to log out) or let a RTS A.I. take over if they want to be a summoned champion.

One balance idea is so two (or more) DM's don't build up in the same dungeon (super fortify it) is to make all summoned monsters go into an uncontrollable rage when they are in the same area as other DM monsters. They will attack players first and then each-other after. Evil is evil and rarely plays nice with each other, right? =P

A second balance part could be if monsters from a foreign DM enter another DM's base they suffer some kind of summoning sickness where they are significantly weakened and completely uncontrolled.

The point of being a DM isn't to have a long standing sustained dungeon that lasts for days. Eventually (in minutes or hours) it will be destroyed - its just another way to have fun in a sandbox world :)

Goblin Squad Member

Nihimon wrote:
Andius wrote:
Blaeringr wrote:
If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.
And that is balanced after they reach capstone how?

Well, it's not like most characters will stop training when they hit capstone.

Personally, I'm a huge fan of being able to distribute our skill training points among a wide variety of expenditures, including accomplishing certain things (like stockpiling scrolls) while offline. I think that reducing that pool of training points is the closest thing you can get to an XP/Leveling penalty. If those training points can also be used to accomplish things other than actual skill training, then the penalty is still a penalty even after the character decides to quit training skills.

Well I believe that the general issue still exists, considering that after capping one archtype your value being gained is more in versatility rather than raw power.

Lets take a hypothetical training example here (obviously totally making up skills since we have no idea of what they are). I am assuming little to no direct stacking of skills because that would completely defy that statement (IE a rogue/ranger/fighter/pali, using a fighters power attack + backstab, on a favored enemy, stacked with smite damage on an evil creature, is obviously insanely powerful, so I am assuming that on any given hit only 1 of those can be applied. Though this character can be more versatile because he could chose which one to apply on any given foe.)

Lets make up a hypothetical ability, barbarian rage smash,

Human barbarian maxing this ability takes 3 months, damage maxed for him will be 100, after that the human spends the next 3 months mastering rogues backstab since his barbarian is maxed now, so say 3 months on backstab, so now he can hit for 125 as long as he can get a shot of the back.

Minotaur barbarian maxing this ability will take 6 months, his maximum damage will be 125, with no regard to conditions (IE no need to hit the back, and works on undeads etc..)

By this hypothetical... the mino's DPS, is still going to be consistantly better than the humans. Basically instead of having the getting more versatile instead of getting more powerful, you've given a loophole to permit people to trade versatility for raw power. Of which in a team MMO, power > Versatility (Having a master of each role, always beats out a team of jack of all trades, because no matter what you are limited by time of casting etc... It's virtually always better to have someone always healing and someone else always damaging, then to have 2 people alternating).

The end result after the first batch of people reach cap and figure this out... Level adjusted monsters will always be the standard. The guides will point this out, and well, we'll have the core non adjusted races, as the minority.

Quote:


It's an unfortunate downside of roleplay we'll just have to live with like armies of LG Half-Orcs and fighters with Int, wis, and cha dumped to the minimum possible level but somehow can construct sentences, have decent looking characters, and are coming up with plans for the party to execute.

Well yes but most other oddities beyond the races aren't particularly noticeable. Can you give an example of something that is half as in your face as races. Considering this particular example is almost 100% contained just by not making goblin/kobald races for PC. Outside of monsterous races, if a race is 2% better at a certain role, then 75% of people who chose that role will chose that race. Which is expected of the core races.

I really can't see a good argument for monstrous races to be honest. In P&P the point of being a goblin, or kobald adventurer, is to be something rare and unusual in the world. The problem of course is when we are talking player options, once you open it up to the players it is no longer rare or unusual, the entire value of it is completely destroyed by giving it to the players.

Goblin Squad Member

Andius wrote:
Blaeringr wrote:
If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.
And that is balanced after they reach capstone how?

Who said it was? Are you asking me that because you thought I was saying it's balanced after reaching capstone?

I will say it is a step further in the right direction than simply limiting 3 skills.

You have to have the discussion one point at a time. I was trying to see what reasonable suggestions I could get from the op and then prod him a little further at a time.

But, if you want to read between the lines and put words into my mouth, then I don't see why you bother to read my posts at all. You don't need them to make up stuff for me to say.

Sounds like the discussion you're trying to have with me would be better directed at Nihimun.


Blaeringr wrote:
Andius wrote:
Blaeringr wrote:
If you were to simply convert the level penalty to skills, then it would be that it takes a little longer to train ALL skills, not just a few.
And that is balanced after they reach capstone how?

Who said it was? Are you asking me that because you thought I was saying it's balanced after reaching capstone?

I will say it is a step further in the right direction than simply limiting 3 skills.

You have to have the discussion one point at a time. I was trying to see what reasonable suggestions I could get from the op and then prod him a little further at a time.

But, if you want to read between the lines and put words into my mouth, then I don't see why you bother to read my posts at all. You don't need them to make up stuff for me to say.

Sounds like the discussion you're trying to have with me would be better directed at Nihimun.

YES YES YES YES YES!


Zerogrifter wrote:
DendasGarrett wrote:


The point being, I wonder if GW could implement a similar but slightly more in-depth system where a player could choose to play 'monster' races, but they would spawn at monster camp locations and would be opposed to all other players. Possibly even give those players more control over what the monster camps would do.

This idea sounds fun! Just a really cool way to implement Dungeon Masters in the open world :) I see this working as an RTS (Dungeon Keeper style) where a player gets to control the monster camp and can send out harassing units until other players are forced to come find and destroy the camp.

The way I see it working - The DM is given a limited amount of resources and a max monster cap. (as DM's level up their summoning pool and monster population goes up) As the DM raids towns, kills players & random NPCs they get more resources to build out their dungeon.

The DM can group up with other players and "summon champions" where a player controls a powerful boss unit (like a Minotaur) to keep it social and fun.

The DM could give up control of the dungeon and let other DM's take over (i.e. they have to log out) or let a RTS A.I. take over if they want to be a summoned champion.

One balance idea is so two (or more) DM's don't build up in the same dungeon (super fortify it) is to make all summoned monsters go into an uncontrollable rage when they are in the same area as other DM monsters. They will attack players first and then each-other after. Evil is evil and rarely plays nice with each other, right? =P

A second balance part could be if monsters from a foreign DM enter another DM's base they suffer some kind of summoning sickness where they are significantly weakened and completely uncontrolled.

The point of being a DM isn't to have a long standing sustained dungeon that lasts for days. Eventually (in minutes or hours) it will be destroyed - its just another way to have fun in a sandbox world :)

I would love to see this implemented! My only worry would be griefing, but i think that could be solved by making the DM running the area unable to see which hex they are in, or anything distinguishing one group of adventurers from another. That way, they have an equal chance of messing with allies and enemies.

And from the games I have run, I've always liked seeing the adventurers come in and take the dungeons apart, just to see what their tactics were, and how many of them I can take out with playing by the rules.

Silver Crusade Goblin Squad Member

I would hope that eventually we would be able to play some Monsterous Humanoids. Or atleast some planar ones like. Tieflings, Asimars, Azer, and the Elemental humanoids. Not to mention things like Dhamphir.

Silver Crusade Goblin Squad Member

just say no to PC monsters, and even the planar PCs

breaks immersion IMO

now an idea could be to allow customers to play NPC monsters in a non-griefing situation

perhaps, the first couple months for the non4500/9000 that get in, GW could allow them moderated access to the server as goblin/kobold/mite tribes

Goblin Squad Member

coach wrote:

just say no to PC monsters, and even the planar PCs

breaks immersion IMO

now an idea could be to allow customers to play NPC monsters in a non-griefing situation

...

I've seen this idea (player controlled combative NPCs) considered at length in the past, and it has some merit, from what I've seen discussed.

It comes down to what aspects or parameters you want to give the player to control, and the capabilities of the entity they're controlling. Sadly, you have to plan for the worst, given the potential for abuse.

It's not all bad news, though. Here's a brief set of guidelines/points to ponder that might work or be worth considering:

-when the player is controlling an npc, their character is removed from the world, temporarily. As soon as they're "killed", they are returned to their original body, wherever it was prior to the possession.

-the npc can only be common. no bosses, no lieutenants, no bottleneck guards, no lore entities. No entities with server side scripting dependencies (as in, you kill it, and a door appears to advance the content progression).

-the possessor can only act within certain personality parameters of the creature they possess. In other words, if the goblin would normally attack a player, the possessed goblin would attack the player. If they tried to run away immediately to leapfrog content, the possession would break and the npc would act normally without interruption or reset.

-in a very strict implementation, you may only wish to grant players the ability to use the same abilities the npc would have normally. Basically you remove the scripted ability precedence from the npc, and let the human possessor decide when to use whatever they have in their arsenal, including inventory, spells, feats, abilities, attacks, flavor taunts, etc. This has the least potential for abuse, but also the least freedom.

-if you grant the possessor the ability to move the npc, you need to give them a visual feedback mechanism to denote this range of movement. Something like a fog of war for perception, so they can only see within a very small radius, or an overlay on the ground that is basically a "step outside this and you're gone" type of arrangement.

-a possessor should incur a debilitating effect of some kind after a failed possession (in which the target npc died/failed). It should either prevent an immediate repossession of the same target, or that shouldn't be possible in general.

-a player with two+ accounts could theoretically be the player and the npc at the same time. To avoid this (if you want to avoid it) you'll have to either prevent specific targets from being selected, which again is less fun/freedom, or place some other limits on when and where this possession can be used. It may ultimately be necessary to only permit a player to face a possessed foe so often in a given time frame, or a given geographical area. It may also be necessary to only permit possessors to select a general area in which to attempt a possession. Any ip-address or account-geographical limits can be circumvented with vpn's, so aren't a viable deterrent. They may also be unnecessary depending on the choices made for the implementation.

-possessed npcs may either be stronger, have a larger "help me" radius for their allies, have a shorter leash, a longer leash, more abilities, less abilities, or a wide variety of variables. What they should NOT have is more loot, or any other benefit modifier that would encourage abuse/exploit. In practice, if the transition between possessed and released is not seamless, it will be exploited until it is made seamless, or it's removed.

-any connection difficulties in the real world (high latency, packet loss, etc) should immediately terminate the possession and return the npc to their default behavior without interruption.

-if you reset the npc after a possession interruption, so they return to their original spawn point/patrol route, it will be exploited (or frustrating, or both).

-the average non-malicious player will simply use the ability, possess an npc, fight the player, and either win or lose. But what if they win? If they kill the player, now what? Do you grant them a personal bonus of some kind for this? Do you introduce a ladder system? Consider the behavior you're encouraging before you encourage it. There's nothing wrong with encouraging players to possess npcs and kill players purely for the reward, but make sure that's a design goal before you start.

-possession would ideally take place with an npc that has a player near enough for interaction, or at least within line of sight, so the possessor isn't waiting around for too long doing nothing.

-if done right, an implementation of this type provides insulation for the player-to-player experience. It allows for indirect competition, and eliminates much (if not all) of the social ills typically associated with such interaction. If the npc acts like a typical npc with perhaps some additional flavor or slight challenge, there is no ego involved, no immersion breaking. Either the player killed another npc (as expected) or they died to another npc (also expected, with varying frequency). Insulated conflict and competition has massive potential, in particular with a new implementation like Pathfinder Online.

-it doesn't have to be all about combat. It is often more difficult to justify npc control in non-combat situations. Consider, though, that if the script that controls "flavor" npcs in towns and cities has movement restrictions, speaking frequencies, and emote limitations, what would be the harm in permitting a player to control an npc that wanders through a marketplace? Obviously, you want to hold them to the same topic and frequency limits (within reason) as the script, but it certainly wouldn't do any harm.

-similarly, for animals that wander in other domestic settings, it would add immense flavor for cats to rub themselves against random strangers. But allowing a player to possess the cat and do the same to their friends or enemies, has enormous humor potential. How about a wandering milk cow lightly head butting a player? Again, restrictions for abuse are required, but there are great options with these systems. You don't want a player to feel mobbed by a horde of felines or bovines all emoting them non-stop, but the technical ability to limit these abuses is there, and should be used.

-another idea is things like ravens, seagulls, sparrows, grackles, magpies, etc that all have "mini-games" associated with them. You possess a seagull, and all the shoulders in the immediate vicinity become targets! >:) Magpies and crows could steal jewelry, food off stalls, eggs, other shiny objects, either as a server side script, or controlled by possessor players. Two possessed sparrows could engage in a flying "racing game" through a city. Completely in-character (real sparrows fly like crazed maniacs), does not break immersion, is fun, and is a great flavor feature.

Anyway, probably already tl;dr, but that should stimulate some further discussion.

Scarab Sages Goblin Squad Member

vjek wrote:
-another idea is things like ravens, seagulls, sparrows, grackles, magpies, etc that all have "mini-games" associated with them. You possess a seagull, and all the shoulders in the immediate vicinity become targets! >:)

You mean, a 's%@&e simulator'?

Sorry, I meant 'flight'...

Goblin Squad Member

For some reason I just started imagining the mini-game as QWOP for birds...

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