| Ellis Mirari |
thejeff wrote:
They can level in a few minutes, because they've done the work ahead of time.True; that's one of my main concern with Pathfinder, although it is better than it was by the end of 3.5.
Selecting feats can go fast once you know every feat by heart.
If you have to read through the whole catalogue every time, leveling-up can take a long time, or you find out that you can do "X" because you should have taken feat "Y" 3 levels ago.
I still don't get this.
No you don't have to know every feat by heart, but when you decide to try playing Pathfinder, I expect you to read the relevant part of the book, as opposed to me listing and explaining every ability and rule as it comes up.
Do people in other games just go with whatever the first feat they read is and not even bother looking at their other options, or what that feat unlocks down the road? Do people at other tables never pick up and browse through the book (or PRD) after that first time looking at it, even though they have weeks of time in between level ups?
I'm not buying this statement.
| thejeff |
Laurefindel wrote:thejeff wrote:
They can level in a few minutes, because they've done the work ahead of time.True; that's one of my main concern with Pathfinder, although it is better than it was by the end of 3.5.
Selecting feats can go fast once you know every feat by heart.
If you have to read through the whole catalogue every time, leveling-up can take a long time, or you find out that you can do "X" because you should have taken feat "Y" 3 levels ago.
I still don't get this.
No you don't have to know every feat by heart, but when you decide to try playing Pathfinder, I expect you to read the relevant part of the book, as opposed to me listing and explaining every ability and rule as it comes up.
Do people in other games just go with whatever the first feat they read is and not even bother looking at their other options, or what that feat unlocks down the road? Do people at other tables never pick up and browse through the book (or PRD) after that first time looking at it, even though they have weeks of time in between level ups?
I'm not buying this statement.
Many games don't have feats.:)
Many are far less dependent on prerequisites for those abilities they do have. Often very little concept of one choice unlocking others down the road. In fact, that particular style of character generation is very much a 3.x thing. And games derived from/influenced by it.
Consider BRP mentioned above, where you have skills and they get better through use. Consider Hero or GURPS, which are point based systems. You put more points into an ability to make it stronger instead of buying another ability that has it (and maybe something else) as a prerequisite. Consider White Wolf's games where you generally pick power from a couple of paths. You have to work up the path in order, but you won't find that the top ability depends on something outside the path.
Or even consider earlier D&D editions. In Basic or 1st & 2nd edition there was far less planning ahead. You needed certain stats to choose some classes, but that happened at creation. When you leveled up you really just got better. Other than spells and few other things, you didn't have menus of options to choose from.
There are drawbacks to that of course, but character generation and leveling was much simpler.
In Pathfinder "the relevant part of the book" may be at least the entire feat section, looking for the feats that'll be useful for the concept you want. Not just the ones you can take at first level. And make sure you check for which ones you might be able to take as bonus feats instead of regular ones. And if there are any that boost things you might choose for class abilities, which you'll probably also get to pick from. So you'll need to go through those, even if you don't get any at first level.
Nothing wrong with that approach, but it definitely is more work than some. And you really need to do most of it upfront. In that sense, leveling usually doesn't take much time on the spot, since you've done most of the prep.
And I do like, as I said before, a more organic approach, where the character can develop abilities based on what he's doing, on what challenges have come up, rather than following a set path for his whole career.
DM_aka_Dudemeister
|
I've bought games without XP systems before.
I've bought games that assumed the characters would not really advance in power after character creation.
As long as you create a fun game that's what matters. It might turn some customers off and might turn others to your game.
| Lord Mhoram |
I would play a game with no Experience point system, as long as it had some sort of advancement system, so the character could improve over time, and be able to learn new things.
I tend to play in games that measure years or decades. I like to start competent and end up powerful. Was in a supers game where we started the Teen Titans and ended up the Justice Leauge.
However if there is no advancement mechanic in play, I would skip the game.
| Ellis Mirari |
Ellis Mirari wrote:Laurefindel wrote:thejeff wrote:
They can level in a few minutes, because they've done the work ahead of time.True; that's one of my main concern with Pathfinder, although it is better than it was by the end of 3.5.
Selecting feats can go fast once you know every feat by heart.
If you have to read through the whole catalogue every time, leveling-up can take a long time, or you find out that you can do "X" because you should have taken feat "Y" 3 levels ago.
I still don't get this.
No you don't have to know every feat by heart, but when you decide to try playing Pathfinder, I expect you to read the relevant part of the book, as opposed to me listing and explaining every ability and rule as it comes up.
Do people in other games just go with whatever the first feat they read is and not even bother looking at their other options, or what that feat unlocks down the road? Do people at other tables never pick up and browse through the book (or PRD) after that first time looking at it, even though they have weeks of time in between level ups?
I'm not buying this statement.
Many games don't have feats.:)
Many are far less dependent on prerequisites for those abilities they do have. Often very little concept of one choice unlocking others down the road. In fact, that particular style of character generation is very much a 3.x thing. And games derived from/influenced by it.
Consider BRP mentioned above, where you have skills and they get better through use. Consider Hero or GURPS, which are point based systems. You put more points into an ability to make it stronger instead of buying another ability that has it (and maybe something else) as a prerequisite. Consider White Wolf's games where you generally pick power from a couple of paths. You have to work up the path in order, but you won't find that the top ability depends on something outside the path.
Or even consider earlier D&D editions. In Basic or 1st & 2nd edition...
We have to agree to disagree. Frankly I still don't consider reading the feat lists time consuming or anything like work but YMMV.
| thejeff |
| 1 person marked this as a favorite. |
We have to agree to disagree. Frankly I still don't consider reading the feat lists time consuming or anything like work but YMMV.
Maybe you're more experienced with them than I am. Maybe you're just naturally better at it.
I can spend hours trying to figure out which feats a character needs in which order, which ones should come as bonuses, which ones will help me right now vs being better in the long run or are useless now but let me take something good in 2 levels, etc. Especially when I've got the full list from the SRD to work with. Option paralysis.
| Laurefindel |
(...) but when you decide to try playing Pathfinder, I expect you to read the relevant part of the book, as opposed to me listing and explaining every ability and rule as it comes up.
Which is quite allright. I think you can legitimately expect people to know the game and learn to navigate through the tools given in the book for character creation.
What I mean is that you cannot both say "do your reading, learn your parts" and "leveling up takes a few minutes".
Leveling-up takes minutes once your spent (initially) hours reading classes, spells, feats, archetypes etc, and periodically go back to those descriptions.
I'm only backing-up what the jeff said about your players taking a few minutes to level-up:
They can level in a few minutes, because they've done the work ahead of time.
The fact that you can do much of your work in advance doesn't take away from the total time it takes for a character to level-up.
btw, saying that leveling-up a character requires a lot of work doesn't mean it is chore, or that isn't fun. Much of the appeal of 3.5/Pathfinder is in the selection of class/feat/abilities, looking for combos, mastering the game to get "optimised" selections etc, because the game has so much to offer in this department.
As for other games, most (that are not 3rd edition spawns that is) give lots of options at character creations, but much less as advancements (or level-up). The concept that a character is built-up like a deck of M:tG cards is very WotC's d20 system.
| Arssanguinus |
Ellis Mirari wrote:(...) but when you decide to try playing Pathfinder, I expect you to read the relevant part of the book, as opposed to me listing and explaining every ability and rule as it comes up.Which is quite allright. I think you can legitimately expect people to know the game and learn to navigate through the tools given in the book for character creation.
What I mean is that you cannot both say "do your reading, learn your parts" and "leveling up takes a few minutes".
Leveling-up takes minutes once your spent (initially) hours reading classes, spells, feats, archetypes etc, and periodically go back to those descriptions.
I'm only backing-up what the jeff said about your players taking a few minutes to level-up:
thejeff wrote:They can level in a few minutes, because they've done the work ahead of time.The fact that you can do much of your work in advance doesn't take away from the total time it takes for a character to level-up.
btw, saying that leveling-up a character requires a lot of work doesn't mean it is chore, or that isn't fun. Much of the appeal of 3.5/Pathfinder is in the selection of class/feat/abilities, looking for combos, mastering the game to get "optimised" selections etc, because the game has so much to offer in this department.
As for other games, most (that are not 3rd edition spawns that is) give lots of options at character creations, but much less as advancements (or level-up). The concept that a character is built-up like a deck of M:tG cards is very WotC's d20 system.
Actually, it sorta does. If you are just looking at the books in fits and starts, bits and pieces, five minutes at a time here or there, and occasionally idly flipping through while the total time spent might even be more ... It's not as much work. Or doesn't feel like it. Not the same as one big chunk of time investment.
| Klaus van der Kroft |
This is a generalization taken from experience (see what I did there?), but games with no advancement system tend to be aimed at one-shot sessions or at most very short adventures. So I think it's a good thing to consider when developing such a game.
Not that there is anything wrong with it. There are some truly fantastic games that work best in short bursts, like Spirit of the Century and the more esoteric Polaris, both of which have no structured advancement system like what we see in D&D and Pathfinder.
As for the question, yes, I would, and do, buy games without an EXP or similar progression mechanic. Games with those systems tend to be the ones I play the most (probably because I prefer to play long campaigns), but I definitely enjoy short games every now and then (plus they are great when it comes to getting one of my players to DM for a change).
| Mythic Evil Lincoln |
Yes.
I can and do buy RPGs without an experience point mechanic, and I would even play one without an advancement mechanic at all!
Would I buy Pathfinder without levels-based advancement? Probably not.
We can only remove so much of the nostalgia-laden cruft from Pathfinder before it becomes more logical for me to just play another game. I play Pathfinder for all these old cruft concepts. I can never understand people who come to Pathfinder expecting a modern RPG experience out of what is clearly a retro RPG.
| Klaus van der Kroft |
We can only remove so much of the nostalgia-laden cruft from Pathfinder before it becomes more logical for me to just play another game. I play Pathfinder for all these old cruft concepts. I can never understand people who come to Pathfinder expecting a modern RPG experience out of what is clearly a retro RPG.
But is it really retro when it's still in vogue?
| Anthony Adam |
It's quite an odd question this, it kind of relates to "Would you buy a game without levels"? Almost.
Lets look at what possible definitions and meanings lie behind experience mechanic...
Giving a level on attendance IS a form of experience mechanic
Gaining Build Points IS an experience mechanic
Giving points to hit a level threshold IS an obvious and often used mechanic (because it solves so many in game problems for balance and encounter design for example)
In short, any form of "empowerment" through play, skill increases, level increases, more attacks, better defense and so on is a form of experience mechanic.
So what do we mean by experience mechanic? Going to grass roots, an experience mechanic is a game mechanism that is meant to reflect a growth in skills, knowledge, power, etc over time as a result of learning from the "life experiences" the PC encounters along the way. As soon as you incorporate this "leveling up" idea in a game, you have some sort of experience mechanic.
In this case, I wonder if what you are really asking is the type of experience mechanic preferred - some have mentioned regular small amounts of build points or skill points awarded each session - this works up to a point, but then for game balance you need to introduce limits of points per skill and maybe for a given entity in the game. The other end of this extreme is the earn points to breach a leveling threshold when you trigger a set gain - the traditional experience mechanic.
That being said, if a game was invented that had no level ups, skill building points or any sort of gain over time mechanism, yet provided interesting, varied challenges and role play opportunity session after session and was fun and interesting game after game - too darn right I would buy it.
Whatever mechanisms a game employs or doesn't, so long as the FUN, replay ability, and social elements are long lasting, it will always find room on my shelf.
| Mythic Evil Lincoln |
But is it really retro when it's still in vogue?
Sure it can! After all, the whole 3e-3.5-PF genre is a backlash to the backlash of the RPGs from the mid-late 90s which came as a direct outgrowth of "progress" away from these kinds of systems (levels, exp, etc). Of course, a good number of people were playing D&D the whole time, but as far as the evolution of parallel rulesets is concerned, all the newcomers were looking to make it more sophisticated, realistic, or atmospheric than D&D.
At least that's how I remember it. Then all of a sudden in the early oughts, 3e dropped and everyone was like: "Oh yeah, levels and armor class!"
The persevering mystery to me is: why would you ever willingly play one when you wanted the other? I know ToZ likes to come along and say "because more people play the one you don't like, and you can't find a group that wants to play a simulationist or RP-centric game..."
And he's right. So YET AGAIN the problem turns out to be poor communication/consensus within the group.
Woops, posting after coffee again. What were we talking about?
| BillyGoat |
To answer the OP, the only games I have bought that have no true-to-form XP system are Fate Core and Dresden Files RPG.
I bought DF-RPG because I'm a Dresden Files fan, and I bought Fate Core because I like everything else about the system after reading DF-RPG. One of the first things I'm inclined to add is an XP system, if I find their method of progression too simplistic.
Why? Because my experience has been that players prefer to know their progress and have control over their development. GM-fiat "you level because I say so" infuriates & frustrates my players. X-sessions == a level demeans their accomplishments (their take, not mine).
So, my players want an XP system that ties back to what they've done and accomplished. Additionally, in non-leveled systems, the XP/Karma/Build-Points inform the GM as to level of difficulty.
Personally, I prefer free-form experience (Shadowrun's Karma, World of Darkness XP, plenty of others) over level systems. Level systems are clunky, and incredibly artificial. Level systems have their big merits, providing an easy-to-use guide to power level (assuming reasonable class/monster balance), and give easy-to-measure goals for numbers-oriented players.
| R_Chance |
For the OP. I have several RPGs with no Exp system. They tend to have a high mortality rate (Traveller), a character ending problem (SAN) or some other reason that the character won't be around too long. Another alternative is that you're playing the "end game" character and he's as good as it gets. I've also played games with fairly limited options for advancement whether skill or level based (i.e. Bushido). It's a different way to play than the standard D&D type system. It removes / limits the players satisfaction in character growth and focuses on other reasons for playing. I've played dozens of RPGs over the years. The majority of my time with one edition or the other of D&D (including Pathfinder) and Traveller.
| thejeff |
In this case, I wonder if what you are really asking is the type of experience mechanic preferred - some have mentioned regular small amounts of build points or skill points awarded each session - this works up to a point, but then for game balance you need to introduce limits of points per skill and maybe for a given entity in the game. The other end of this extreme is the earn points to breach a leveling threshold when you trigger a set gain - the traditional experience mechanic.
The standard approach isn't to limit but to increase the cost of skills/abilities as they get higher, letting you generally get more use out of spreading points around, but still having the option of boosting single things.
| mplindustries |
I would GM, but not PC an RPG without an advancement mechanic of some kind.
I know you're suggesting some kind of system where you gain levels arbitrarily or whatever without tracking XP, and that's fine, I do the same thing when I run games. But, in the end, I'd rather take out levels altogether and allow more freeform character advancement.
My favorite advancement system is in Savage Worlds, whereby you accumulate XP and every X amount you "advance" and get to do one of several equally valued things (raise an attribute, raise 2 skills, gain an edge which is something like a feat, or remove a hindrance, etc.).
My second favorite advancement system is when you get a pool of XP and spend it to raise things directly (as seen in, well, a huge number of RPGs including WoD (both old and new), L5R, Shadowrun, etc.). So, raising your Strength costs X amount of XP, while gaining some new special ability costs Y, etc.
Gaining levels would probably be my least favorite advancement system if it weren't for all those use-based advancement systems out there that encourage bizarre activity. "Why are you on a horse, sauntering up to the enemy guard and trying to seduce him again? He's going to throw you in prison." "Because, if I want optimal skill growth, I need to use my Ride, Diplomacy, Mounted Combat, and Escape Artist skills before the end of the session!"
| Bluenose |
Anthony Adam wrote:The standard approach isn't to limit but to increase the cost of skills/abilities as they get higher, letting you generally get more use out of spreading points around, but still having the option of boosting single things.In this case, I wonder if what you are really asking is the type of experience mechanic preferred - some have mentioned regular small amounts of build points or skill points awarded each session - this works up to a point, but then for game balance you need to introduce limits of points per skill and maybe for a given entity in the game. The other end of this extreme is the earn points to breach a leveling threshold when you trigger a set gain - the traditional experience mechanic.
Or there's the BRP approach, which is roll under to use the skill successfully but roll OVER to increase the skill through experience.