Words from a grognard

Tag: #abilities

Classes, Sub-classes, and Prestige–Oh, My!

After seeing yet another discussion about classes advancing and specializing as they do, I’m moved to spill some thoughts on the matter. It’s something I’ve thought about often as I’ve been designing, with the usual to and fro in feelings as I consider different aspects.

I’ve landed on the belief that such an approach is laudable…with some caveats. The foremost caveat is that the advancement needs to be believable in diagetic terms. I expect a reasonable simulation of the setting in all things, and this is no exception. Your fighter can specialize into a sub-class, yes, as long as it’s believable.

Looking at AD&D, for example, where the abilities of Rangers and Paladins can be far removed from the abilities of a basic Fighter. Alongside the expectation that, in the setting, each PC had to spend time as an apprentice or trainee to gain class abilities, I’d expect that gaining all of the special abilities of a Ranger or Paladin would require much time spent training. The character isn’t going to wake up one day and suddenly be able to lay on hands. The player can have the PC retire from play for a while to reflect becoming an apprentice training in the new abilities; it isn’t going to simply happen with an increase in level on a random Monday morning.

The sort of specialization that does make sense involves adding a bit of emphasis on an existing ability or two, and then adding new abilities over time after that specialization. Gygax’s Thief-Acrobat was an early riff on the approach, with a freeze on development of some abilities and the addition of others; failing in adding emphasis to any existing abilities (IIRC).

I also think that such specializations should vary by what level the PC is when making the switch. An 8th-lvl Fighter becoming a Ranger, in addition to requiring a great deal of time for training, shouldn’t reappear in play as a 8th-lvl Ranger, complete with spellcasting ability. The PC just completed “Ranger Basic Training” without any real time spent in the field and can now cast spells just because? When it comes to level-based abilities like that, I expect the now-specialized PC to have to wait a bit. Sure, the HD and attacks stay the same as an 8th-lvl Fighter; any lvl-based abilities as a Ranger take extra time to appear.

If a designer truly wants to allow for sub-class specialization, I reckon it’ll be cooked into the system from the outset. I’d rather see sub-class options unlocked at an early level (have to be chosen upon reaching 3rd or 4th lvl, for instance), than an ad hoc approach for sub-classing at any level. E.g., All fighter begin as fighters and then can sub-class any time up to reaching 3rd level without ever having the option to do so later. (This is tied to my thoughts on using character classes, in general.)

The choosing of a sub-class should be well-regulated, in other words. The possibility should be worked out well in advance to fit in with the general simulation of setting. Sub-classing after character generation can be a good thing if planned for in the design at the outset. A fighter could begin as a trooper (mounted specialist) or begin as a foot soldier and then specialize later, with suitable time and adjustments to herald the change.

(As you can likely guess, I’ve never been a fan of changing classes in D&D.I shudder when I hear of players “dipping” into a class for a level in tales of 3e and beyond. That sort of thing throws me completely out of the setting and game at hand.)

Fighters and stunts

I’ve been looking at how to add a bit of variety to fighters and bits of interest to address the widespread criticism that fighters are boring. I’ve looked at a lot of products that add to the fighter’s arsenal, so to speak, yet none that really grab me. DCC’s Mighty Deeds, for one example that’s been recommended many times…just doesn’t thrill me.

I want stunts that force an actual decision on part of the player–a stunt to possibly shorten the melee or some consequence that may lengthen the fight or place the PC in even more danger. Neither choice should be obviously superior to the other or there’s no real decision to be made. That means no stunt that is merely an appendage on a regular attack roll or decided on after the roll; a stunt has to be declared in advance, similar to casting a spell. A stunt also has to involve greater danger for the PC–derring do requires actual daring.

After playing around with a few options, I’ve landed on one that looks really promising. It involves two phases to a stunt–a set up and an exploit. This fits in well with my melee system, because it’s a phased system and has three phases: an early phase, a general phase, and a late phase. The phases make handling monster attack sequences, multiple attacks by PCs, and other special circumstances easier to handle than just lumping everything together in the general phase. In the same fashion that a thug in the corner will throw one dagger early and a second dagger late, a stunting fighter will set up early and exploit late. Splitting a stunt into two parts works with the phasing structure.

What about difficulty? Instead of having to work out a bunch of penalties to apply for various stunts, there’s a built in penalty–each half the stunt requires an attack roll. The player has to roll successfully twice, which reduces the overall chance of success. If a PC has a 70% chance of success with each attack, then being successful with both rolls ends up with a 49% chance overall. That’s a coin flip, essentially.

I don’t want a stunt to simply inflict extra damage, as that’s rather boring and reduces the choice to a simple math problem. A stunt should accomplish something other than simple damage. Inflict a condition that slows the target or reduces its attack rate or decreases the damage it does. Force the foe to move in a particular direction where an ally can drop a boulder on it or push it over a cliff. Reduce its sensory capabilities, blinding or deafening it.

Then there’s the question of what happens on a failure? If the set up fails, what does that mean for the PC failing? Decreased defensive ability for attacks received during the general phase? Needs a recovery move of some sort to get back into the fight properly? What if the set up is good and the exploit fails? What are the consequences? I want there to be some significant risk taken on when stunting. Perhaps the stunting PC has make it through the general phase without being hit to launch the exploit; getting hit interrupts the stunt (like spells can get interrupted).

The melee system already involves a decision as to how aggressive or defensive a PC will be during the melee round. Stunting will have to be associated with a more aggressive approach, so perhaps the defensive penalty already associated with that will be enough. (I don’t see taking a risk with a stunt happening when fighting defensively.)

The bits and pieces of the stunting system are all there, I think. It’s just assembling the essential parts into a whole that can stand up with use that’s left to do.

On superpowers in fantasy

I’ve mentioned before how I dislike superpowers and superhero characters in fantasy games. Reading through the 3rd edition D&D books when they released, I saw rampant superhero stuff and put them back on the shelf immediately. That was the moment that I stopped keeping up with new editions, shaking my head at far from the sort of fantasy tales I enjoyed reading the system had strayed. I recalled how Gygax had railed against the “Dungeons & Beavers” style of game run on the west coast in the early days, because of the outlandish power bloat involved.

I began play with AD&D. There were design choices in there that I looked askance at as they stretched the boundaries of what I found to be good fantasy (by which I mean “good for me”). It was until I played some B/X and learned more about OD&D that I noticed how there was already some power bloat in AD&D. Hit die sizes for character classes increased in AD&D, for example. When the D12 barbarian appeared in Unearthed Arcana, I was less than thrilled; having been unsettled by the Ranger’s 2d8 start and the fighters’ general D10, already. The early hit dice being D6 for everybody immediately felt better, though I did understand how expanding the variety available to classes helped set them apart better.

The notion that a “killing blow” was 6 points as a 0-lvl NPC would have at most 6 hp made basic damage from weapons a D6 readily understandable. Increased hit dice sizes began to whittle away at that intuitive understanding, though. Understanding bell curves in measuring capabilities can make reasonable a 6 pt strike being a killing blow on a D8, as most creatures of 1 HD would have 3-6 hp and the 6 pts of damage would still kill them. Changing the default hit dice size to a D8 wouldn’t bother me. Using D10 and then adding D12 for humans? That strains my sense of simulation.

So using larger die sizes was something that never felt right (for human characters of any stripe). The same with hit point totals at higher levels–that always felt like we were playing superheroes, only wearing cloaks and tunics instead of masks and capes. One of the reasons I’ve decided to work the projects I have is to create systems without superpowers being designed in.

This extends to class abilities, too. I read a take on thieves just the other day where thief could do some class ability action and then be able to use a power that the defeated monster possessed for a while after. Um…a thief gets the ability to spit acid or paralyze foes just because they succeeded at some thiefly ability during a fight? No…just, no. I don’t find that sort of thing fitting into my fantasy. Same with some of the abilities that have cropped up to boost fighters in relation to MUs–they begin OK yet at higher levels become ridiculous.

So a light touch with extraordinary abilities is what I’m attempting, all the while including abilities beyond what normal people can do.

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