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{kjd-sys} Races, classes, and advancement

 
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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 1) Posted: Tue Mar 11, 2008 2:49 pm
Post subject: {kjd-sys} Races, classes, and advancement
Archived from groups: rec>games>frp>dnd (more info?)

Hi All,

This isn't in my wiki yet, I'll try to get it in tonight (but no
promises; we're putting the house on the market and there're lots of
things for me to do that're higher priority right now).

This relies in part on my class framework (not in the wiki, but
available at http://www.kjdavies.org/rpg/rules/classes/framework.html)

Skill axis is going to be undergoing some big changes, and I still need
to finish sorting out how casting will work (in detail; I've got a few
ideas in mind for the general shape of it).

What I've got below is kind of loose; I'm still sorting out details. I
thought I'd throw it out here so people can see what I'm up to.

Keith

----------------------------------------------------------------------

I've never been completely happy with how races and classes interact in
D&D, not even in 3e. Race makes a big difference early on, but not so
much as you level -- the difference between an elven fighter and a
dwarven fighter is almost entirely down to roleplay. While roleplay is
a good thing, and in fact why most of us are playing this game, I'd like
to see a quantitative difference. 3e tried to do something about this
using preferred classes, but I think it's evident that the preferred
class mechanism fails, even without the annoyance of XP penalties.

In creating the Dawnforge setting from FFG, I think the designers felt
much the same way, and they came up with a way of doing things that I
think goes a long way toward fixing things. In the process they also
made it easier to have races of varying natural ability without the pain
of level adjustments. I'm going to lean heavily on their model and try
to expand it to fit what I want.

Goals

I want race and class to have approximately equal weight in character
design, over time.

I want to encourage racial archetypes. If most members of a race
have levels in a particular class, I don't want it to be because the
rulebook says so, but because they are good at it.

I want to allow characters counter to racial archetypes; if you want
to play a half-orc sorcerer, you should be able to. It is not
necessary that such a character be as good at it as one who plays to
type, but he should be a *viable* character.

Analysis

The benefits from race and from class should be about the same. This
suggests that whatever is gained from class should be matched (or at
least matchable) by what is gained from race, and vice versa.

'Full power' should be reachable within the number of feats available
using just racial feats or just class feats. Additional feats spent
'in the same area' should provide the character with richer access to
power, not necessarily more power directly. For instance, a wizard
of any race should be able to reach 'full power' using just class
feats; a wizard whose race reinforces magic use should have broader
access, not deeper.

Conclusion/Approach

. Each class in the class framework has one good, one medium, and one
poor axis; likewise for saves. He gains starting feats for 'class
abilities' from these, and feats associated with the good axis and
good save are part of his 'class list', the feats he can choose from
with the 'class feats' available at levels 3n+1. The rank of each
axis and save also affects derived values (BAB, base saves, etc.).

. [change] Good saves are calculated as level/2, medum saves are
calculated as level/2.5, poor saves are calculated as level/3. The
+2/+1/+0 base saves will come from race instead of class.

. [change] Do the same for race -- one each good, medium, and poor
axis, and the same for saves. Each character gains a number of
starting feats from this racial profile as he does from his starting
class. Feats associated with his good axis and good save are part
of his 'racial list', the feats he can choose from with the 'racial
feats' available at levels 3n+2. The ranks of the axes do not
affect derived values, the ranks of the saves does affect the base
saves (good/medium/poor give +2/+1/+0 to the associated base save).

. Each character gets a general feat at levels 3n. This feat may be
chosen from all feats the character meets the prerequisites for.

. The Skill axis presented in my (old) site is broken -- there's no
real appeal to it (ooh, *more skill points*, meh). I think I'll go
with a modified SWSE skill system. All skills have a 'base skill
bonus', similar to base attack bonus, and calculated the same way.
Poor skill gives +level/2, medium skill is +level*3/4, good skill is
+level (but all are 'untrained use only', which may be limited.
Feats can make you 'trained' (+5 bonus, no longer limited to
untrained effects, and a 'mundane' effect similar to current
skill-based feats such as Quick Draw, Track, and so on), then
'focused' (+5 bonus that stacks, and an 'unnatural' effect). More
on this in another post.

(Some) Racial profiles

Martial Caster Skill Fort Reflex Will
Elf medium good poor poor good medium
2 feats 2 feats 1 feat 0/+0 2/+2 1/+1

Dwarf good poor medium good poor medium
3 feats 0 feats 2 feats 2/+2 0/+0 1/+1

Gnome poor good medium poor medium good
1 feat 2 feats 2 feats 0/+0 1/+1 2/+1

Halfling medium poor good medium good poor
2 feats 0 feats 3 feats 1/+1 2/+2 0/+0

Human medium medium medium medium medium medium *
2 feats 1 feat 2 feats 1/+1 1/+1 1/+1


* I considered giving humans free choice, then decided that it would
work better to treat them as 'balanced' -- but let them treat racial
feats a 'general feats', taking anything they're qualified for.
Thus, their race effectively reinforces *everything*, but other
races still have an edge when it comes to the reinforced areas. A
dwarf should be able to outtank a human (if barely), an elf should
be able to outwizard (slightly) a human, and so on.

This *should* give me a net result that elves are good at wizardry and
'reflex stuff' (they'd make good rogues, especially with the racial
Dex bonus), dwarves tend to be good warrior-types, especially tanked,
but can also do fairly well as tanky-wizards (or clerics), gnomes
should make really good wizards. Halflings make very good rogues.
Humans are decent at *everything*, but can be outdone in each area by
a good race/class combination -- humans are second place everywhere,
sort of thing.

In all cases characters have the same number of feats (20 to start --
5 for racial axes, 3 for racial saves, 5 for class axes, 3 for class
saves, plus 1 'class feat'**, 1 'racial feat'**, and 2 general feats).
Yes, this is a lot of feats, but when you consider the number of
racial and class abilities generally gained at first level this likely
isn't insane. The feats usually available at character creation are
pretty limited; it's hard to get the really big combinations until
later, so I'd expect to see broad feat use rather than deep (lots of
weapon proficiencies, but not weapon specialization).

If you feel it necessary to reduce this, remove one feat from each
axis in both categories, reducing the base to 14 starting feats...
which I think it somewhat light.

** a 'class feat' is taken from the character's class good axis or
good save, a 'racial feat' is taken from the character's racial
good axis or good save.


Keith
--
Keith Davies below you, right now: radioactive magma
keith.davies.DeleteThis@kjdavies.org above you, right now: hard vacuum
keith.davies.DeleteThis@gmail.com probably somewhere near you: a product with
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Darin McBride

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Since: Apr 02, 2007
Posts: 88



(Msg. 2) Posted: Tue Mar 11, 2008 5:12 pm
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This all makes sense, Keith, except for one minor problem.

It's complicated.

Smile

I mean, I've looked at these things and thought, "why not just put all class
FEATures into feats?" Then I counted up the number of feats a "generic"
class would need in order to replicate what's already there. And it's
immense.

And then, if we went ahead and did this, we'd end up with a list of feats on
our character sheets that would pretty much *BE* our character sheets.
There'd be little room for anything else.

And then trying to struggle with all the modifiers to come up with final
bonuses to hit, damage, saves, attributes, etc - if you can't get it into a
computer, don't bother. You'll get it wrong. (And, in all likelihood, so
will the computer.)

Ugh.

Instead, 3e went another route. Simple. At each level, there are fewer
choices, but that just means that your choice of class is the choice - what
you get from that class is already done. And when there are bonus feats
from a class, it's always from a restricted list, just to keep things from
getting overboard.

Even 14 feats, while it may be not quite the same ability as some classes
already have, are just too much to keep track of, IMO.

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Hadsil

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Since: Apr 17, 2007
Posts: 45



(Msg. 3) Posted: Tue Mar 11, 2008 7:01 pm
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On Mar 11, 4:43 pm, Keith Davies <keith.dav... RemoveThis @kjdavies.org> wrote:

>
> If I wasn't clear, humans get free choice of feats as their racial feat.
> If I go back to the original, where humans get to pick their racial axes
> and saves, they have the best feat selection available -- they can set
> things up so their race reinforces *any* class.
>
> A dwarf tank and a human tank can have exactly the same feat selection
> (an elf tank can't).  An elf wizard and a human wizard can have exactly
> the same feat selection (a dwarf wizard can't).  And so on.  The only
> difference is that the dwarf gets a few small modifiers (+2 Con, -2 Dex)
> the human doesn't.
>
> Keith
> --

I'd be ok with that. Aside from the choice, can a human still get
something other races don't? Doesn't have to be AWESOME, just nice
akin to the extra skill points as in RAW. Wait, am I just imagining
it or did at some point you consider allowing humans to choose +2/-2
ability scores or maybe +1/-1? That would be cool even if just +1/-1,
which makes odd scores very interesting .

Gerald Katz
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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 4) Posted: Tue Mar 11, 2008 8:00 pm
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Darin McBride <dmcbride.TakeThisOut@naboo.to.org.no.spam.for.me> wrote:
> This all makes sense, Keith, except for one minor problem.
>
> It's complicated.

In a sense, yes. You end up with more choices to make, in some cases to
end up with more or less what you'd have RAW (actually no longer true,
with racial abilities being split up and added over time, but until
recently that was the case).

I expect to still bundle up archetypes and templates and the like for
ease of use. Generic Elven Wizard #4 has these feats taken at these
levels, here you go.

> Smile
>
> I mean, I've looked at these things and thought, "why not just put all
> class FEATures into feats?" Then I counted up the number of feats a
> "generic" class would need in order to replicate what's already there.
> And it's immense.

Yep. That's why I'm reasonably comfortable that '20 feats' at first
level is actually about right, even though that's an awfully big number
-- at all, let alone to get at once. Still, when you consider how many
proficiencies a fighter gets, how many things a monk or paladin can do
at low level, and so on, it's within reason if you want to model these
things.

Magic's buggered though, need to come up with a different scheme to make
that fit.

> And then, if we went ahead and did this, we'd end up with a list of
> feats on our character sheets that would pretty much *BE* our
> character sheets. There'd be little room for anything else.

I've got no problem with that, especially with the DMG2-style character
sheets. Yeah, I use the monster statistics block for my PCs now. It's
better than screwing around with the other sheets. The other 'standard
sheets' make good worksheets, but I find they don't work as well in play
as the monster-style ones.

> And then trying to struggle with all the modifiers to come up with
> final bonuses to hit, damage, saves, attributes, etc - if you can't
> get it into a computer, don't bother. You'll get it wrong. (And, in
> all likelihood, so will the computer.)

Well, a lot of those are going away IMC... but even so, you've still got
as many as you do now. The only difference I can see relating to these
calculations is that you can now get a (slight) disconnect if you take a
race/class combination that isn't reinforced. If that's too much
trouble, just make yourself a tanked-out dwarf, or a halfling rogue, or
an elven wizard, etc., and the problem's solved.

Modulo a couple of numeric differences caused mostly by the introduction
of medium saves.

> Ugh.
>
> Instead, 3e went another route. Simple. At each level, there are
> fewer choices, but that just means that your choice of class is the
> choice - what you get from that class is already done. And when there
> are bonus feats from a class, it's always from a restricted list, just
> to keep things from getting overboard.

See 'archetypes and templates' above. I can use this to design classes
you could use instead, and in fact recommend it. The class framework is
presented largely as a set of tools for class creation... you *could*
build a character using just that as the base and manage everything
yourself, but I honestly expect I'd build 'fighter', 'cleric', etc. with
it and usually use those... but I like having the tools to do otherwise
if I want.

> Even 14 feats, while it may be not quite the same ability as some
> classes already have, are just too much to keep track of, IMO.

I dunno. I usually keep notes on my character's abilities. If I don't,
I forget that I have slow fall now, or that failing a Reflex save means
I still take only half damage. Whether the note originates with my
class or from a feat doesn't much matter to me.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.TakeThisOut@kjdavies.org How could I go wrong?
keith.davies.TakeThisOut@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Keith Davies

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Since: Apr 14, 2004
Posts: 1607



(Msg. 5) Posted: Wed Mar 12, 2008 2:38 am
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Hadsil <forumite.RemoveThis@netzero.com> wrote:
> On Mar 11, 4:43 pm, Keith Davies <keith.dav....RemoveThis@kjdavies.org> wrote:
>
>>
>> If I wasn't clear, humans get free choice of feats as their racial feat.
>> If I go back to the original, where humans get to pick their racial axes
>> and saves, they have the best feat selection available -- they can set
>> things up so their race reinforces *any* class.
>>
>> A dwarf tank and a human tank can have exactly the same feat selection
>> (an elf tank can't).  An elf wizard and a human wizard can have exactly
>> the same feat selection (a dwarf wizard can't).  And so on.  The only
>> difference is that the dwarf gets a few small modifiers (+2 Con, -2 Dex)
>> the human doesn't.
>
> I'd be ok with that. Aside from the choice, can a human still get
> something other races don't? Doesn't have to be AWESOME, just nice
> akin to the extra skill points as in RAW. Wait, am I just imagining
> it or did at some point you consider allowing humans to choose +2/-2
> ability scores or maybe +1/-1? That would be cool even if just +1/-1,
> which makes odd scores very interesting .

If I did, it'd be +2/-2. The idea doesn't offend me. Though now we're
reaching territory where I wonder why anyone would be anything but
human... racial skill bonuses can be handled by feats (which I expect to
do anyway), vision-related things might be feats (or at least paid for
with them; it might be harder for humans to get these), and so on. Most
racial abilities I can think of off the top of my head are reasonably
modeled using existing feats (halflings get a +1 luck bonus to all
saves; isn't there a feat called 'Lucky' that does just this?)... if
humans get free choice over everything, and can pick up the other racial
abilities and modifiers the same way, why would anyone be anything *but*
human?

I plan to drop permanent enhancement bonuses (to weapons, armor, ability
scores, etc.). I'm going to steal a page from Dawnforge and Conan d20.

I figure every few levels you get +1 across the board. If you're using
27-25-23 (as I will be) three of them will bump to the next modifier
(the formerly odd ones; the others will bump the next time). If I do
this ever four levels, at 20th level you will have bumped all of them by
5 (not unreasonable; at that point I expect that any relevant stat for
the character would have at least a +4 on it under RAW). Then I figure
there'd be a racial bump available for +2 each time -- you *always* get
+1 modifier bump, you *always* have 3 even, 3 odd ability scores.

Nonhumans are limited here (the available ability scores are based on
race), humans have free choice. It's not hard for a human to toughen up
(increase Con) and smarten up (increase Int); no other (core) race comes
to mind that can do so as easily.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.RemoveThis@kjdavies.org How could I go wrong?
keith.davies.RemoveThis@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Peter Knutsen

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Since: Feb 19, 2005
Posts: 1045



(Msg. 6) Posted: Wed Mar 12, 2008 4:23 am
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Darin McBride wrote:
> This all makes sense, Keith, except for one minor problem.
>
> It's complicated.

If thinking makes your brain hurt, what are you doing in one of the few
hobbies that *are* for thinking people? There are plenty of less
brain-taxing activities for you to pursue.

[...]
> Even 14 feats, while it may be not quite the same ability as some classes
> already have, are just too much to keep track of, IMO.

You're assuming that one has to keep track, remain mindful, of all 14
(or 20) feats, but I doubt that is what Keith has in mind. Instead, many
of the Feats probably will fixed modifiers to various stats, meaning
that you simply implement the feat on the character sheet *once*, and
then you can forget about it.

Think about Improved Initiative or Iron Will from the core 3.0/3.5
rules. Many feats will be like that.

--
Peter Knutsen
sagatafl.org
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Peter Knutsen

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(Msg. 7) Posted: Wed Mar 12, 2008 4:28 am
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Hadsil wrote:
[...]
> I still don't like how non-humans get all these goodies for free like
> ability score adjustments, bonuses to saves, improved vision, etc.,
> and humans get diddly squat. D&D has always been like that, and I've
> always hated it. It's why I only ever play humans - out of
> protest.
>
> Actually, every RPG with non-human player races are like that. Non-
> humans get gobs of goodies and humans get nothing. Even GURPS. Sure,
> you have to pay character points to play the race, but the points
> include inherent disadvantages to compensate the good stuff and you
> still get your full allotment of disadvantage points for normal
> character good stuff development.
[...]

Any good GURPS "species template" will contain a mixture of things that
players want and a mixture of things that player will prefer to not have
to pay for but which they must pay for anyway, because it is part of the
species template. For instance, many species will have 1 or 2 levels of
Extended Lifespan. Some may have a bonus to artistic or musical skills,
or languages, or more-attractive-than-average-appearance, which are
traits that are un-desirable for most character concepts.

The compensation for having to pay for these unwanted traits is that you
can have a character who has some "exotic" traits - ones that you do
desire - that aren't available to humans. Dwarves can have innate DR,
for instance, which stacks with armour DR. Some species might have
vastly increased mobility (half a level of Enhanced Move, or more), or
might be able to have more Magery (magical talent) than humans can have.

I think your problem may be that you have looked at some *badly*
*designed* GURPS species template. Ones that did not follow the basic
species template design principle (which, IIRC, is never spelled out in
any of the GURPS books that I've read).

--
Peter Knutsen
sagatafl.org
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Peter Knutsen

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(Msg. 8) Posted: Wed Mar 12, 2008 4:33 am
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Keith Davies wrote:
[...]
> (Some) Racial profiles
>
> Martial Caster Skill Fort Reflex Will
> Elf medium good poor poor good medium
> 2 feats 2 feats 1 feat 0/+0 2/+2 1/+1
>
> Dwarf good poor medium good poor medium
> 3 feats 0 feats 2 feats 2/+2 0/+0 1/+1
>
> Gnome poor good medium poor medium good
> 1 feat 2 feats 2 feats 0/+0 1/+1 2/+1
>
> Halfling medium poor good medium good poor
> 2 feats 0 feats 3 feats 1/+1 2/+2 0/+0
>
> Human medium medium medium medium medium medium *
> 2 feats 1 feat 2 feats 1/+1 1/+1 1/+1

So how big a benefit does a human have compared to an elf, when it comes
to skills?

What about a human versus a dwarf when it comes to martial prowess?

I'd ask about magic too, except you state that aren't sure how to handle
that (and I'm not either, given the *monumental* *inflexibility* of the
D&D spellcasting system).


I'm worried that you will end up stereotyping the various races, unless
you go with very low-magnitude species bonuses. Assuming D&D 3.5 as
baseline, rather than 4.0, I think your best best would be to give
"medium" martial classes a +1 BAB bonus at 7th level, and to give "good"
martial classes a +1 BAB bonus at 2nd and 12th level.

Same with skills, give "medium" skill classes a few bonus skill points
at 7th level, and give "good" skill classes" the same amount of bonus
skill points, at 2nd and 12th level. And maybe also let goods add one
more class skill at 7th.

With magic, you could give an extra spell slot at 7th level to "medium"
classes, and at 2nd and 12th level to "good" classes. Or maybe a Pearl
of Power-like ability to once a day (twice a day for "good" at 12th)
immediately restore a spell they've just cast.

Any bigger bonuses than that, and I think you'll end up with hugely
stereotyped species in your setting.

--
Peter Knutsen
sagatafl.org
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Darin McBride

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(Msg. 9) Posted: Wed Mar 12, 2008 5:49 am
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Peter Knutsen wrote:

> Darin McBride wrote:
>> This all makes sense, Keith, except for one minor problem.
>>
>> It's complicated.
>
> If thinking makes your brain hurt, what are you doing in one of the few
> hobbies that *are* for thinking people? There are plenty of less
> brain-taxing activities for you to pursue.

Um, because I enjoy the game itself?

Character creation and levelling is already complicated enough. My wife
literally spends more time figuring out her new level (due to choices
available, not due to math skills) than it takes us to play to that level.

Even as the DM, I long for the monster manuals of yesteryear - in 1e, an orc
was an orc was an orc. It was trivial to go with a random encounter that
was truly random - turn the page, roll some d8's, and go. (And if I really
wanted to be lazy, max hit points for all baddies!) Preparing a random
party encounter was much more work, but since there were so few choices, it
got to be really easy to put together.

3e gives lots more choice. But it does make things much more effort to pull
together. If that's your thing, great. I find it takes away from the
actual time spent gaming - we try to do all our levelling via email so that
when we get together, the character sheets are ready for the next part of
the campaign.

I suppose I'd rather take 3.5e, pregenerate tons of stock characters, and
use them. Especially pregenerated parties - with monsters I can just use
the base monster, but can't really get away with that for an EL10 of
humans.

I suppose if Keith took his 14-to-20-feat character designs and then had a
plentiful list of example "classes" for feat selection/progression, that'd
be a great start - gives those who want to be a mage/rogue even at first
level that opportunity, yet those who want simple can just take the
feats "suggested" for the rogue "class".
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Justisaur

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(Msg. 10) Posted: Wed Mar 12, 2008 8:38 am
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On Mar 12, 8:10 am, Keith Davies <keith.dav....TakeThisOut@kjdavies.org> wrote:
> Peter Knutsen <pe....TakeThisOut@sagatafl.invalid> wrote:
> > Keith Davies wrote:

> Again, this is what I *want*. Elves that make good casters (though
> unusually agile -- that +2 base Reflex is going to help), and that even
> when they *aren't* casters tend to have some magical ability (though
> it's more likely to be along the lines of 'sense magic' or other
> cantrip-level abilities than 'real spells').

That's not bad. I was thinking an elvish racial heritage package,
much like the draconic/infernal/celestial ones. Probably including
charms and/or divinations, or perhaps some ranger/druid spells. A few
extra known spells would help even a wizard.

- Justisaur
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Keith Davies

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(Msg. 11) Posted: Wed Mar 12, 2008 2:29 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
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Peter Knutsen <peter DeleteThis @sagatafl.invalid> wrote:
> Darin McBride wrote:
>> This all makes sense, Keith, except for one minor problem.
>>
>> It's complicated.
>
> If thinking makes your brain hurt, what are you doing in one of the
> few hobbies that *are* for thinking people? There are plenty of less
> brain-taxing activities for you to pursue.
>
> [...]
>> Even 14 feats, while it may be not quite the same ability as some
>> classes already have, are just too much to keep track of, IMO.
>
> You're assuming that one has to keep track, remain mindful, of all 14
> (or 20) feats, but I doubt that is what Keith has in mind. Instead,
> many of the Feats probably will fixed modifiers to various stats,
> meaning that you simply implement the feat on the character sheet
> *once*, and then you can forget about it.

In some cases, yes. I have a prejudice for feats that *do* something,
though.

> Think about Improved Initiative or Iron Will from the core 3.0/3.5
> rules. Many feats will be like that.

Many will. I rarely take those ones myself.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies DeleteThis @kjdavies.org How could I go wrong?
keith.davies DeleteThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Keith Davies

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(Msg. 12) Posted: Wed Mar 12, 2008 2:41 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
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Darin McBride <dmcbride DeleteThis @naboo.to.org.no.spam.for.me> wrote:
> Peter Knutsen wrote:
>
>> Darin McBride wrote:
>>> This all makes sense, Keith, except for one minor problem.
>>>
>>> It's complicated.
>>
>> If thinking makes your brain hurt, what are you doing in one of the
>> few hobbies that *are* for thinking people? There are plenty of less
>> brain-taxing activities for you to pursue.
>
> Um, because I enjoy the game itself?
>
> Character creation and levelling is already complicated enough. My
> wife literally spends more time figuring out her new level (due to
> choices available, not due to math skills) than it takes us to play to
> that level.
>
> Even as the DM, I long for the monster manuals of yesteryear - in 1e,
> an orc was an orc was an orc. It was trivial to go with a random
> encounter that was truly random - turn the page, roll some d8's, and
> go. (And if I really wanted to be lazy, max hit points for all
> baddies!) Preparing a random party encounter was much more work, but
> since there were so few choices, it got to be really easy to put
> together.

Part of why I'm putting off KSRD is because I want to have the OGC
Library in place. Yes, it can be a pain in the ass putting encounters
together, but part of what I'd like to build includes a clearinghouse of
creatures -- base monsters, advanced monsters, entire encounters, and so
on.

Neither here nor there, really. Putting together a random encounter is
still much as it was. If I want a group of random orcs, I just flip the
book open to 'Orc', generate hit points, and go. Orcs are more complex,
but the use of them in-game like this is about as much work as it used
to be. The big difference now is that you can do something *else* if
you want (build an encounter of orc barbarians, or a hunting group of
mixed rangers, etc.).

> 3e gives lots more choice. But it does make things much more effort
> to pull together. If that's your thing, great. I find it takes away
> from the actual time spent gaming - we try to do all our levelling via
> email so that when we get together, the character sheets are ready for
> the next part of the campaign.

We do the same. Level offstage, because play time is for playing.

> I suppose I'd rather take 3.5e, pregenerate tons of stock characters,
> and use them. Especially pregenerated parties - with monsters I can
> just use the base monster, but can't really get away with that for an
> EL10 of humans.

This is an intended part of OGC Library. File off the names and go.

> I suppose if Keith took his 14-to-20-feat character designs and then
> had a plentiful list of example "classes" for feat
> selection/progression, that'd be a great start - gives those who want
> to be a mage/rogue even at first level that opportunity, yet those who
> want simple can just take the feats "suggested" for the rogue "class".

Yep. In fact, if you look at True20 they've got a book called something
like 'Character Paths' that outlines how you can construct 'classes', or
at least characters who fit those niches. In my case, I can see how a
'barbarian' might be assembled:

.. good martial, medium skill; good fort, medium reflex
.. rage (from Fort), probably light armor, maybe medium armor
.. fast movement, uncanny dodge
.. Simple weapons, Axe Group, Sword Group, Spear Group, Focus: Axe,
Power Attack
.. Survival (trained: allows tracking), three more

To start. He's got a few feats unaccounted for yet, but this makes a
decent start. As he levels, picks up more/better rage, possibly evasion
if he uses light armor, and so on. It's really not hard to build a
'class'. Mark what feats get taken when, what the accumulated derived
scores are (BAB, base saves, etc., though IMC they add up by levels in
each progression rate -- a Wiz1/Rog1 IMC would have BAB +1, not +0). I
would expect there to always be unassigned feats; I have trouble
imagining a path that's so strict that *everything* gets assigned as you
go. In fact, I'd expect a 'class' to assign feats only from the class
and general feats, leaving the racial feats alone, though I can see
something like Dwarven Defender grabbing racial feats as well.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies DeleteThis @kjdavies.org How could I go wrong?
keith.davies DeleteThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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(Msg. 13) Posted: Wed Mar 12, 2008 3:19 pm
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Peter Knutsen <peter DeleteThis @sagatafl.invalid> wrote:
> Hadsil wrote:
> [...]
>> I still don't like how non-humans get all these goodies for free like
>> ability score adjustments, bonuses to saves, improved vision, etc.,
>> and humans get diddly squat. D&D has always been like that, and I've
>> always hated it. It's why I only ever play humans - out of
>> protest.
>>
>> Actually, every RPG with non-human player races are like that. Non-
>> humans get gobs of goodies and humans get nothing. Even GURPS. Sure,
>> you have to pay character points to play the race, but the points
>> include inherent disadvantages to compensate the good stuff and you
>> still get your full allotment of disadvantage points for normal
>> character good stuff development.
> [...]
>
> Any good GURPS "species template" will contain a mixture of things that
> players want and a mixture of things that player will prefer to not have
> to pay for but which they must pay for anyway, because it is part of the
> species template. For instance, many species will have 1 or 2 levels of
> Extended Lifespan. Some may have a bonus to artistic or musical skills,
> or languages, or more-attractive-than-average-appearance, which are
> traits that are un-desirable for most character concepts.

Ideally I'll have races more or less balanced, or possibly balanced with
mandatory extras -- you might get a little more than you 'pay for', but
you must pay for certain things, limiting choices.

> The compensation for having to pay for these unwanted traits is that you
> can have a character who has some "exotic" traits - ones that you do
> desire - that aren't available to humans. Dwarves can have innate DR,
> for instance, which stacks with armour DR. Some species might have
> vastly increased mobility (half a level of Enhanced Move, or more), or
> might be able to have more Magery (magical talent) than humans can have.

That's another option.

> I think your problem may be that you have looked at some *badly*
> *designed* GURPS species template. Ones that did not follow the basic
> species template design principle (which, IIRC, is never spelled out in
> any of the GURPS books that I've read).

HERO does, or did, when building... kits? I forget what they called
them in 4e. Basically, you get a list of good stuff, including good
stuff you must take, and some bad stuff you must take (which brings the
price down), then they trim a little bit off based on the total cost.
It gets you a little more than you might've been able to afford had you
bought it straight up, and it can provide things you might not be
allowed to take otherwise. Humans are usually limited to 'normal
senses', but elves and dwarves can have some unusual senses, and
nonhumans sometimes (usually, really) have slightly adjusted maximum
ability score values and limits.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies DeleteThis @kjdavies.org How could I go wrong?
keith.davies DeleteThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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(Msg. 14) Posted: Wed Mar 12, 2008 4:31 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
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Justisaur <justisaur DeleteThis @gmail.com> wrote:
> On Mar 12, 8:10 am, Keith Davies <keith.dav... DeleteThis @kjdavies.org> wrote:
>> Peter Knutsen <pe... DeleteThis @sagatafl.invalid> wrote:
>> > Keith Davies wrote:
>
>> Again, this is what I *want*. Elves that make good casters (though
>> unusually agile -- that +2 base Reflex is going to help), and that even
>> when they *aren't* casters tend to have some magical ability (though
>> it's more likely to be along the lines of 'sense magic' or other
>> cantrip-level abilities than 'real spells').
>
> That's not bad. I was thinking an elvish racial heritage package,
> much like the draconic/infernal/celestial ones. Probably including
> charms and/or divinations, or perhaps some ranger/druid spells. A few
> extra known spells would help even a wizard.

I'd probably drop this into a 'Fey bloodline' deal then. Adds 'Fey
Blood' feats to the racial feat list. Angelic, Demonic, Draconic, etc.
would work much the same way. If you've got a little bit of the blood
you might take just one or two feats racially. If you've got a lot, you
take more -- fewer 'human' feats, more 'fey' or 'demonic' feats. This
should do a decent job of reflecting your inhumanity.

Fey would probably include illusions, charms, possibly transformations,
and likely some druidic stuff -- it doesn't all have to be arcane, after
all.


Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies DeleteThis @kjdavies.org How could I go wrong?
keith.davies DeleteThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_
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Peter Knutsen

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Since: Feb 19, 2005
Posts: 1045



(Msg. 15) Posted: Wed Mar 12, 2008 6:30 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.]
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Keith Davies wrote:
> Peter Knutsen <peter.RemoveThis@sagatafl.invalid> wrote:
>>Darin McBride wrote:
>>>Even 14 feats, while it may be not quite the same ability as some
>>>classes already have, are just too much to keep track of, IMO.
>>
>>You're assuming that one has to keep track, remain mindful, of all 14
>>(or 20) feats, but I doubt that is what Keith has in mind. Instead,
>>many of the Feats probably will fixed modifiers to various stats,
>>meaning that you simply implement the feat on the character sheet
>>*once*, and then you can forget about it.
>
> In some cases, yes. I have a prejudice for feats that *do* something,
> though.

Me too. I wrote a post to the RPG-Create list, last month, about "cool
abilities for characters", in which I pointed out that one of my
criteria for coolness is that the ability is actively used (usually by
the character, although luck-like triats are obviously used by the
character's player).

>>Think about Improved Initiative or Iron Will from the core 3.0/3.5
>>rules. Many feats will be like that.
>
> Many will. I rarely take those ones myself.

I'll take them if they're worth taking.

--
Peter Knutsen
sagatafl.org
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