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Posts from Expedition: general discussions. Auto-translated

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#3734
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1) I think the answer is obvious. The second option is preferable if implemented harmoniously, interestingly, and with a reasonable balance. Since fulfilling all three points is quite labor-intensive, linear progression as a substitute is also acceptable, and it's better than a poorly implemented "ideal" system. 2) Honestly, if you can't multiclass with at least one other class, then I'm more likely to be against it. Because often, the concept is more complex than what's available in the list of classes. But again, if there's enough variability within a class during leveling, then even without multiclassing, it should be fine. Example of what I like (Pathfinder Kingmaker, I don't know other games similar to D&D): any classes that choose their magic slots when leveling up, namely inquisitors, bards, clerics, etc. Example of what I don't like: leveling up ordinary warriors, barbarians, etc. is, of course, boring. The choice of minor talents is clearly not enough. 3) EVEN MORE COMPLEX? Seriously, some kind of flexible system where you can estimate the result of any action in your head based on the character's stats/skills would be cool. I also once thought about something like completely free character generation. That is, players would say what ability (or abilities) they want, and the GM would determine their strength, limitations, and possible weaknesses numerically, based on ideas about balance and the physics of the world. Then it would be recorded in the character sheet, and we would play. But this seems incredibly difficult to implement. In any case, there's no point in making battles particularly more complex. Of course, you could make a system for rotating characters like in Heroes of Might and Magic III, for example, but that's just one possibility, and it's not even certain. Otherwise, I don't see any areas that deserve in-depth development.
 

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#3735
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2) Honestly, if you can't multiclass with at least one other profession, then I'm more likely to be against it. Because often, the concept is more complex than what's available in the list of classes. But again, if there's enough variability within a class when leveling up, then even without multiclassing, it should be fine.
If you're creating your own system without linear progression, I had an idea to do something along these lines: the character has two class/specialization points, and choosing them unlocks certain skills to learn (for example, a warrior unlocks weapon mastery, while a mage allows you to learn magic) and gives some passive bonuses. There would be both "basic" classes available to everyone, and some more unusual variations tied to origin or beliefs. For example, if we take the setting of Revan as an example, the "Sword of Dawn" specialization would be an alternative warrior, available only to Anemonians and having its own advantages, at the cost of lacking skills in wearing armor or using other types of weapons. Perhaps, based on the chosen classes, additional bonuses or the ability to upgrade to advanced classes would be unlocked. I don't know if it would be possible to put both points into one class to get some kind of archmage. All of this currently exists only as thoughts on the subject.
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Example of what I like (Pathfinder Kingmaker, I don't know any other systems close to D&D): any classes choosing their own magic slots when leveling up, namely inquisitors, bards, priests, etc.
In Pathfinder (and also in the 5th edition, but it's worse there), I also like the concept of archetypes, which allows you to change some class abilities to others, often unique or borrowed from other classes. It helps to tailor the character to the desired concept. Moreover, you can take several archetypes at once (in the computer version, this was unfortunately not implemented), as long as they replace different abilities. The main problem with this was, of course, that some archetypes are frankly weak.
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Example of what I don't like: leveling up ordinary warriors, barbarians, etc. is boring. The choice of minor talents is clearly not enough.
In expansions, this is usually what happens. Technically, you can choose anything, but in fact, all the same roles and fighters with low social stats come out, who can only wield a sword.
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3) EVEN MORE COMPLEX?
Seriously, some kind of flexible system where you can estimate the result of any action in your head based on the character's stats/skills would be cool.
Well, for example, with more flexible actions in combat. For example, in expansions, we usually have a wargame-wargame, and characters are limited only to movement, using items, attacking, or using some kind of ability that has a specific effect in numbers. There are no other default actions that a character could do (for example, try to push an opponent to another position) or creative uses of abilities with a vague wording (for example, use magic to turn a piece of a stone column into mud and collapse the ceiling).
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I also once thought about something like completely free character generation. That is, so that players say what ability (abilities) they want, and the GM determines their strength, limitations, and possible weaknesses numerically, based on ideas about balance and the physics of the world. Then it is entered into the character sheet, and we play. But this seems incredibly difficult to implement.
In my first expansion, there was a similar moment, by the way. After generation, the player could come up with a feature for the character, and I took on the implementation. Honestly, I'm not a fan of this.
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In any case, it doesn't make sense to make battles particularly more complicated. Of course, it would be possible to make a system for turning characters like in RI3, for example, but that's it, and not necessarily.
I'm also not a fan of this. Not only does it overcomplicate the system itself, but tactics in battles almost always boiled down to "turn the opponent with one character and one-shot him from the back with another."
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#3736
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1. In reality, there is almost no difference. The second option is more fun because you don't know when the GM will give you a boost, while the first is more stable. Overall, I have a very positive attitude towards leveling – on the one hand, it encourages taking more risky decisions in an attempt to gain experience, and on the other hand, it provides an additional reason to protect the character's life. However, in the realities of experience-based gameplay, where parties are quite short and someone is constantly dying, requiring a new character, leveling should not be a fundamental element, and a new character should be weaker than a fully leveled one, perhaps two to three times weaker, but no more. 2. The main problem with the class system is that characters of the same class often look very similar. This can be solved by making the system more complex and extensive, but in the case of experience-based gameplay and manual calculations, we can hardly afford it. Plus, as Ment already noted, the concept often doesn't fit within the class. Multiclassing is an unnecessary complication of the system, and in the end, it will be approximately the same as with the already existing standard classes, only with extra hassle. 3. Well, if the GM doesn't benefit from battles in such a system... In reality, it still doesn't work. There are already enough reasons to use your brain, even though battles are not the main element of the experience-based gameplay.
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The GM determined their strength, limitations, and possible weaknesses numerically, based on ideas about balance and the physics of the world. Then it is recorded in the character list, and we play. But this seems incredibly complex to implement.
I imagine a huge mess after a party wipe...
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#3737
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I think classes are cringe. Although, you can try them out once in a while for variety.
My sword, my trusted ally, unphased by my aspect.
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#3738
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Leveling up should not be a core element, and a new character should be weaker than a fully leveled one, say, two to three times weaker, no more.
In D&D parties, new characters usually start at an average level for the group (or slightly below), not completely from scratch. Well, at least in the games I play.
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2. The main drawback of the class system is that characters of the same class are often very similar. This can be solved by making the system more complex and extensive, but in the case of experience points and manual calculations, we can hardly afford it.
To be fair, it turns out to be roughly the same in the expansion. Even if you choose different branches, you end up performing the same function.
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Plus, as Ment has already noted, the concept often doesn't fit into the class.
To be fair, it rarely fits into the OS reserve or the list of available skills/beliefs/backgrounds either.
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#3739
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There are no other default actions that a character could perform (say, try to push an opponent to another position) or creative uses of abilities with vague wording (say, use magic to turn a piece of a stone column into mud and collapse the ceiling).
In principle, this sounds interesting, but the downside is that the GM will often have to determine the mechanics of such things on the fly. For example, the column and ceiling should have a certain number of hit points, and the mage needs to inflict enough damage with his mud magic for his action to work. The number of hit points will have to be invented on the spot. I personally like this, but won't there be complaints later in the thread that some ceiling was too strong and couldn't be collapsed in one turn?
Automatic success of any "creative" action is also not an option.
Kicking into the abyss, by the way, can also be considered not particularly creative and can be introduced into the system in any case. Only it is better to prescribe such a possibility in advance (for example, accuracy check against agility + strength against resistance => successfully kicked), otherwise someone will kick one of us and there will be complaints again. And even better to make corresponding skills for pushing, I am a big fan of that.

So, in conclusion, it's not entirely clear. It's up to you. I would try to anticipate such possibilities in advance
(for example, in the description of the mud beam, I would write that it is possible to destroy objects with a mass of no more than X, etc.)
 

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#3740
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In principle, this sounds interesting, but the downside is that the GM will often have to determine the mechanics of such things on the fly. For example, a column and a ceiling should have a certain number of hit points, and the mage needs to inflict enough damage with his earth magic for his action to work. The number of hit points will have to be invented on the spot. I personally like this, but won't there be complaints later in the thread that some ceiling is too strong and couldn't be collapsed in one turn?
I don't quite understand the point of this fuss with "hit points" when the emphasis is on creativity and adapting to the situation. The player asks if something is possible – the GM immediately answers whether it is possible (although he may conceal it, of course), deciding for himself how many uses are needed (if the effect will even work). Hit points are a completely foreign concept here. They would make sense, say, if the player wanted to knock a chandelier onto an opponent with an arrow (and then the GM would have to figure out what and how, if he hasn't devised a system for such cases), but not here.
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Automatic success of any "creative" action is also not an option.
But no one is talking about automatic success. Besides, knowing the players' plans, they can sometimes make things more difficult for themselves with such creativity.
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So, in the end, it's not entirely clear. It's up to you. I would try to anticipate such possibilities in advance
(for example, in the description of the earth beam, I would write that it can destroy objects with a mass of no more than X, etc.)
There are situations when players come up with a creative idea for using an ordinary spell that the GM hasn't really thought about. In other words, it was intended by the GM for one purpose, while the players decided to use it for another, and no system was devised for this. That is, in such situations, everything will be decided by the good old GM's discretion.
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#3741
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I don't quite understand the point of this "hit point" system when the emphasis is on creativity and adapting to the situation. The player asks if they can do something – the GM immediately answers whether it's possible (although they might conceal it, of course), deciding for themselves how many uses are needed (if the effect will even work). Hit points are a completely foreign concept here. They would make sense, for example, if the player wanted to knock a chandelier onto an opponent with an arrow (and then the GM would have to figure out what and how, if they haven't already devised a system for such cases), but not here.
Maybe. Or maybe it would be too far-fetched, even if you don't evaluate things like columns using the standard enemy system. No, I remember, I've already shown similar creativity with you before, when we threw bombs at the undead giant with a crow. In principle, I was satisfied with the result, so...
 

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#3742
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I was very disappointed. There was a lot of randomness, and either all or almost all of the players targeted him directly, even though he was supposed to be the boss.
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#3743
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See, and if you considered bombs as a normal weapon with a specific amount of damage, and the raven as an archer with a specific accuracy stat, then the result would be more realistic...
 

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#3744
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It seems like there was a fixed amount of damage, but it was randomized as to where it would hit (if it hit at all).
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#3746
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Well, for example, with greater flexibility of actions in combat. Let's say, in the expansions, we usually have a wargame-like system, and the characters are limited only to movement, using items, attacking, or using some ability that has a specific effect in numbers. There are no other default actions that a character could perform (for example, try to push an opponent to another position) or creative uses of abilities with a vague description (for example, use magic to turn a piece of a stone column into mud and collapse the ceiling).
The main thing is to avoid cutscenes and allow the player to do something if it is clear that the NPC has aggressive (or not very aggressive) intentions.

As for ceilings and kicks, it is probably easier to implement a check based on the character's stats. So that the same fighter has a higher chance of performing a strong/successful kick than a weakling. And it might be possible to add such an action as an additional one (in addition to attack and movement).

Be strong. Believe
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#3747
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Ple-Sen
I was thinking about something and came up with a few questions, and I would be interested to hear the answers from players:
1) Do you prefer systems with linear progression (like classes and levels) or a more typical experience system without classes and clear progression, where there may not be much character development, or it is heavily tied to luck and other similar aspects?
2) How do players feel about the concept of classes in general, regardless of the approach to progression?
3) Are players interested in systems that are more flexible/complex than usual in expeditions?
1. It depends on how the start is implemented. If when creating a character, you can only take a couple of weak skills, then character development is needed. If from the very beginning you have the opportunity to take something decent, then the second option. But in general, it doesn't matter.

2. We already have conditional classes when assembling characters.

3. I'm not. I won't bother figuring it out.

Added 20 minutes later
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Kicking into the abyss, by the way, can also not be considered particularly creative, and can be introduced into the system in any case. Just it is better to prescribe such a possibility in advance (like, accuracy check against agility + strength against resistance => successfully kicked), otherwise some NPC will kick someone of us and there will be another uproar.
I can already imagine how our characters move along a narrow bridge over an abyss, a goblin runs up and kicks everyone down. In essence, this is an instant kill. Which is not only available to everyone, but it is also impossible to resurrect after it. I have enough uproar from falls in Dark Souls...
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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#3748
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You're acting like you haven't seen any movies, Nebok... A Goblin wouldn't kick him, it would just cut the ropes.
 

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