Page 3 of 6 FirstFirst 123456 LastLast
Results 21 to 30 of 58
  1. #21
    Site Moderator geeman's Avatar
    Join Date
    Nov 2001
    Location
    California, USA
    Posts
    2,165
    Downloads
    4
    Uploads
    0
    At 07:36 PM 6/9/2003 -0400, you wrote:

    > > Experience levels reflect an endless range of capacity--and also
    > > address something that is oft ignored when it comes to assessing
    > > things like skillfulness or ability.
    >
    >You can`t be truly great without *both* talent and training. The amount
    >of "total ability" gained from "each unit" of practice depends on the
    >"number of units" of talent, and vice-versa. In fact, I`d argue that what
    >this observation really means is that instead of making *no* stat bonuses
    >multiplicative, the better approach is to make them *all* multiplicative.

    I not exactly sure what "truly great" means in real life. (It`s kind of
    like the word "genius" which I`ve always considered a verb, but most people
    think is a noun.) I suspect it`s just a descriptor some people put on the
    combination of success and recognition in order to attempt to quantify
    something that is in many ways random or the result of cunning
    marketing. Many people are just as talented and capable as those that are
    lauded as "truly great" or whatever, but are overlooked for reasons having
    little to do with their work or productivity. Others are described as
    "truly great" who are objectively less talented than others. It`s a crap
    shoot. (When feeling cynical I sometimes suspect that what history does
    can be described as "retroactive cunning marketing.")

    Aside from that I don`t think it means anything at all in a gaming sense
    since everything is so open ended. A character who gains +15 bonuses from
    one set of class features or ability scores is 3 more "truly great" at that
    thing than another who got +12 from a different set of them. The
    particulars of where they come from are incidental. If we were to go back
    and look at the list of human characteristics that you posted a few weeks
    back that included all the characteristics of "intelligence" I think we
    would find just about every aspect of D&D characters; all ability scores,
    character classes, feats and levels. That said, does it matter if the
    "ability" in question comes from an intelligence ability score or from
    ranks purposefully spent on a particular skill, BAB gained from levels or a
    capacity earned by using a feat? In effect, those things are incidental to
    the highly simplified system of modifiers for gaming.

    You could, however, make all ability score modifiers "multipliers" rather
    than "flat bonuses" if you really wanted to make ability scores more
    important than the features of character class. I considered expanding the
    list of multipliers rather than reducing it so that there would be one for
    each ability score and the system would then be "balanced" that way. (It
    wouldn`t really be balanced, but it would at least be
    symmetrical.) Instead I found it easier to do away with the multipliers
    than to add more. If one wanted to add more, though, I`d suggest that
    things like strength modifier could be made a multiplier on top of BAB (or
    multiply BAB x Str) and use a similar method to assign values for saves,
    skill points, etc. It`d probably make the levelling up system approach the
    point of absurdity much more quickly, but the "epic" level of play and the
    superhero type games are perfectly workable.

    In general, the point is that the unbalanced/unsymmetrical nature of the
    multipliers vs flat bonuses that come from ability scores is something that
    makes D&D`s rules rather lopsided.

    > > Isn`t it more interesting and useful to portray Einstein as a person
    > > of maybe average intelligence (as his teachers and family originally
    > > thought him to be) who later through grit and hard work levelled
    > > himself up to a point of great ability and knowledge?
    >
    >Not to me. To me that *devalues* the sort of stories I want to tell.
    >Beethoven`s father wanted him to be Mozart, but for all Ludwig`s gifts and
    >all his father`s practice (and beatings?), he just couldn`t be Wolfgang --
    >only Wolfgang was born with the gift to be what he was. Still, if either
    >of them had never been allowed to play a musical instrument, that
    >potential would never have been developed. You need both nature and
    >nurture to have anything at all. Among other things, I think it is
    >entirely the opposite of, and therefore rather inappropriate in, the
    >Divine Right of Kings attitude basic to Birthright.

    From a game mechanical standpoint the difference between Beethoven and
    Mozart is pretty slim. In fact, it`s a matter of style and emphasis not
    skill and ability (productivity and exposure to so the comparison between
    the two doesn`t strike me as very apt.

    >IMO, a 20th level wizard with an Int 11 should be at least as useless as a
    >1st level wizard with an Int 20, if not moreso. In fact, I`d probably cap
    >not only the first guy`s max spell level, but also max *class* level by
    >his "prime requisite" (to use the ancient language of our tribe), and thus
    >not have allowed him to take more than one level of wizard in the first
    >place.

    Given the way the rules work at present (note that intelligence modifiers
    to spells are flat or prohibitive) that`s how it would work. The 20th
    level guy, of course, would have more of the ancillary effects of level at
    his disposal (hit points, BAB, etc.) but their relative access to magic is
    pretty nearly the same. A 20th level wizard with an 11 Int would have four
    0th level spells and four 1st level spells per day, while a 1st level
    wizard with 20 intelligence would have three 0th level spells and three 1st
    level spells.

    Gary

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  2. #22
    Site Moderator kgauck's Avatar
    Join Date
    Mar 2002
    Location
    Springfield Mo
    Posts
    3,562
    Downloads
    2
    Uploads
    0
    ----- Original Message -----
    From: "Gary" <geeman@SOFTHOME.NET>
    Sent: Monday, June 09, 2003 8:59 PM


    > It`s kind of like the word "genius" which I`ve always considered a
    > verb, but most people think is a noun.) I suspect it`s just a descriptor
    > some people put on the combination of success and recognition in
    > order to attempt to quantify something that is in many ways random
    > or the result of cunning marketing. Many people are just as talented
    > and capable as those that are lauded as "truly great" or whatever, but
    > are overlooked for reasons having little to do with their work or
    > productivity.

    For the purposes of fantasy gaming, I am willing to follow the lead of those
    medieval admirers, the Romantics, who had very clear ideas about what genius
    was and whose ideas greatly influence the current age. So the kinds of
    things you see in the works of Shelley, Wordsworth, Keats, and Coleridge
    about what constitutes genius, the heroic figure who struggles against
    impossible odds, who understands things on a level unknown to common men.
    This both suits the heroic tone of fantasy gaming (especially in BR) and is
    quite compatable with our sources of the mediaval world in literature.

    While I do not generally take Romanticism seriously, and certainly not in
    historical analysis, the genius in history is a Hegalian construction in
    which the hero in history is the one who advances the inevitable cause,
    Napoleon being the archtypical example, both for Hegal and for those who
    employed his ideas of heroicism in history. One would like to think that
    figures like Hitler and Stalin would have purged the idea of the hero in
    history, but alas, it is not so.

    In fantasy gaming, I`m willing to indulge in the most heroic notions of
    character, whether Romantic or Homeric.

    Kenneth Gauck
    kgauck@mchsi.com

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  3. #23
    Birthright Developer irdeggman's Avatar
    Join Date
    Nov 2001
    Location
    Virginia Beach, Virginia
    Posts
    3,945
    Downloads
    0
    Uploads
    0
    Ryan, Kenneth, Gary,
    Before this discussion goes too far along the line of the thread on Intelligence as an ability score let's try to real it in some. The original topic was a discussion of the 4 blood score proposals. What is the opinion of those?:)
    Duane Eggert

  4. #24
    Senior Member
    Join Date
    Dec 2002
    Location
    Malden, MA
    Posts
    761
    Downloads
    2
    Uploads
    0
    On Tue, 10 Jun 2003, irdeggman wrote:

    > The original topic was a discussion of the 4 blood score proposals.
    > What is the opinion of those?:)

    I thought I`d made my feelings on those clear months ago. =)

    Bloodline is not an ability score. It just isn`t.

    I think ECLs are terrible, especially compared to actual class levels.

    I am moderately fond of the idea of buying blood abilites with XP, at
    least relative to all the other stuff.

    I think scion isn`t a class, but that could perhaps be the least bad way
    of modeling it -- or perhaps not.

    I like Gary`s idea of making all blood powers variable in strength, but I
    think the overhead of his method is a little high.

    Honestly, even given all the silly problems of the original rulebook`s
    random tables, I don`t see that any of the options in the draft are
    actually superior to it.

    I think my personal choice for the method I`ll be using IMC is a
    combination of things Kenneth and Starfox have said which aren`t in "the
    proposals ™" -- the DM assigns the blood scores he wants you to have,
    and then you pick blood abilities based on your assigned score. The end.

    If I have to vote for one of the options presented, I choose B. However,
    given that all abilities in that system have to be bought with XP anyway,
    I just don`t see the need to have XP-penalizing templates also. Even if
    the templates are kept, too, the ECL ought to be based on the bloodline
    *score* (which determines access to blood abilities), not the bloodline
    strength class.

    I think part of the problem is that, whether or not there is a fair way to
    balance scions vs. non-scions in terms of spell-or-feat-like blood
    abilities, there just isn`t any fair way to balance *regents* vs.
    non-regents -- that level of resources to command is just much too big to
    represent sensibly on the adventure scale. Trying to balance realm and
    character against each other means you end up with a party of 20th-level
    commoners and Rogr Aglondier, which doesn`t play well at all. Therefore,
    since domains can be balanced against each other, and adventurers can be
    balanced against each other, but domains can`t really be balanced against
    adventurers without producing results too lopsided to play, we should just
    give up on that point. Scions should not be penalized for their ability
    to become regents, because regency blows apart attempts at character power
    balance. Rather, if scions must be penalized, it should be only for the
    exact amount of adventure-scale power their blood abilities provide. Any
    domain rulership basically needs to be handled entirely separately.


    Ryan Caveney

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  5. #25
    Birthright Developer
    Join Date
    Nov 2001
    Location
    Gothenburg, Sweden
    Posts
    949
    Downloads
    0
    Uploads
    0
    I think part of the problem is that, whether or not there is a fair way to
    balance scions vs. non-scions in terms of spell-or-feat-like blood
    abilities, there just isn`t any fair way to balance *regents* vs.
    non-regents -- that level of resources to command is just much too big to
    represent sensibly on the adventure scale. Trying to balance realm and
    character against each other means you end up with a party of 20th-level
    commoners and Rogr Aglondier, which doesn`t play well at all. Therefore,
    since domains can be balanced against each other, and adventurers can be
    balanced against each other, but domains can`t really be balanced against
    adventurers without producing results too lopsided to play, we should just
    give up on that point. Scions should not be penalized for their ability
    to become regents, because regency blows apart attempts at character power
    balance. Rather, if scions must be penalized, it should be only for the
    exact amount of adventure-scale power their blood abilities provide. Any
    domain rulership basically needs to be handled entirely separately.
    I agree. The only thing that really requires balancing on a character scale is the blood abilities. The ability to rule a domain falls into the social aspects of the game, generally speaking - and those aren't part of character balancing per se, with a couple of exceptions. You don't penalize a character in terms of mechanics for obtaining role-playing benefits any more than you grant mechanic bonuses for role-playing penalties. The main thing to remember is that if a regent uses the resources at his disposal liberally in his adventuring career, he's likely to face less actual challenges, and thus probably wind up advancing slower. On the other hand, it's a foolish or metagaming regent who rides out of his castle bereft of bodyguards in order to rack up XPs by slaying monsters. In a way, this dynamic can be used to slow down advancement in BR by quite a bit, even if you play D&D by the book.

    Of course, I think I would penalize the type of player who grossly abuses his domain somehow for character benefit - like starting with a domain, and then liquidating it for cash, or simply running away with the treasury. Such a player would probably be subject to more burglars than most.

    In terms of game mechanic balancing, though, the only aspect of scions that should need to be balanced out are the blood abilities. This can be done in a variety of ways; finding the best way to do so is what we're really after here.
    Jan E. Juvstad.

  6. #26
    Birthright Developer
    Join Date
    Feb 2003
    Posts
    388
    Downloads
    0
    Uploads
    0
    On Tue, 10 Jun 2003, Ryan B. Caveney wrote:
    > Honestly, even given all the silly problems of the original rulebook`s
    > random tables, I don`t see that any of the options in the draft are
    > actually superior to it.

    Indeed. The basis of the system is that bloodline is used to rule a
    domain, and correllates to RP income on a 1-to-1 basis. This should not
    be changed.

    The blood abilities are not effective on a domain level, nor should they
    be. They work on the adventuring level, and that`s where the balance
    needs to be. There are effectively two levels of game going on.

    > If I have to vote for one of the options presented, I choose B. However,
    > given that all abilities in that system have to be bought with XP anyway,
    > I just don`t see the need to have XP-penalizing templates also. Even if
    > the templates are kept, too, the ECL ought to be based on the bloodline
    > *score* (which determines access to blood abilities), not the bloodline
    > strength class.

    The ECL should be based on the score/blood abilities, yes.

    > I think part of the problem is that, whether or not there is a fair way to
    > balance scions vs. non-scions in terms of spell-or-feat-like blood
    > abilities, there just isn`t any fair way to balance *regents* vs.
    > non-regents

    There doesn`t need to be. Balance applies at the adventurer level.
    Balancing a regent versus an adventurer is like trying to balance the
    spellcasting of a wizard versus the spellcasting of a fighter- it just
    doesn`t apply. Luckily, all the proposals seem to attempt to do the right
    thing, which is to balance an adventuring scion with blood abilities
    versus an adventuring non-scion. They all agree with you here, so what
    is your complaint exactly?
    --
    Daniel McSorley

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  7. #27
    Senior Member
    Join Date
    Dec 2002
    Location
    Malden, MA
    Posts
    761
    Downloads
    2
    Uploads
    0
    On Tue, 10 Jun 2003, Daniel McSorley wrote:

    > Indeed. The basis of the system is that bloodline is used to rule a
    > domain, and correllates to RP income on a 1-to-1 basis. This should
    > not be changed.

    Absolutely!

    > The blood abilities are not effective on a domain level, nor should
    > they be.

    I agree they mostly aren`t (Battlewise is a counterexample), but I`m not
    convinced they shouldn`t be -- if for no other reason than I play almost
    only on the domain level, and would like the "flavor" of blood abilities
    there, too.

    > There are effectively two levels of game going on.

    There certainly can be, but some of us here favor one or the other almost
    to exclusivity.

    > Luckily, all the proposals seem to attempt to do the right thing,
    > which is to balance an adventuring scion with blood abilities versus
    > an adventuring non-scion. They all agree with you here, so what is
    > your complaint exactly?

    This has to do with, among other things, "Option B"`s decision to charge
    XP for blood abilities, and then on top of that charge ECL for just being
    a scion irrespective of blood abilities. This charging scions just for
    being scions looks to me like an attempt to account for the other thing
    scions can do besides blood abilities (namely regency), which seems wrong.


    Ryan Caveney

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  8. #28
    Site Moderator kgauck's Avatar
    Join Date
    Mar 2002
    Location
    Springfield Mo
    Posts
    3,562
    Downloads
    2
    Uploads
    0
    ----- Original Message -----
    From: "Mark_Aurel" <brnetboard@BIRTHRIGHT.NET>
    Sent: Tuesday, June 10, 2003 11:44 AM


    > there just isn`t any fair way to balance *regents* vs. non-regents

    I think the way to properly balance rulers and non-rulers is to apply the
    heavy crown principle. Realms should be a serious responsibility, demanding
    two-thirds of a rulers time, at a mnimum. Realms should come with natural
    rivals and threats, ready from the start to pose a danger. Realms have
    those great resources because the social order has agreed to make that
    particular kind of ruler (be he ruler of market, temple, court, or fortress)
    because of a social need. Rulers must meet these needs, mostly in the form
    of providing protection, or lose their realms. A realm is the classic
    example of the gilded cage. The suggestion that being a ruler should come
    with aging effects strikes me as about right.

    Kenneth Gauck
    kgauck@mchsi.com

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.

  9. #29
    MIDNIGHT has a problem similar to BR - Low magic world; balance versus
    Standard D&D.

    Player are assumed to have Heoric Paths (a set of special powers - different
    but in the same vein as Blood Powers). The designers limited these powers to
    Player Characters. No ECL or template applied. The rational they used was
    that in order to keep the players balanced against traditional source books
    the players needed something extra. The additional powers merely off-set the
    low magic nature of the world. They considered it a wash. No need for any
    fancy foot work.

    Personally, this harmonizes with my own thoughts on Birthright.

    ************************************************** **************************
    The Birthright Homepage: http://www.birthright.net
    Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
    To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
    with UNSUB BIRTHRIGHT-L in the body of the message.
    Hello, I guess I gotta have a sig.

  10. #30
    Birthright Developer irdeggman's Avatar
    Join Date
    Nov 2001
    Location
    Virginia Beach, Virginia
    Posts
    3,945
    Downloads
    0
    Uploads
    0
    Originally posted by kgauck

    ----- Original Message -----
    From: "Mark_Aurel" <brnetboard@BIRTHRIGHT.NET>
    Sent: Tuesday, June 10, 2003 11:44 AM


    > there just isn`t any fair way to balance *regents* vs. non-regents

    I think the way to properly balance rulers and non-rulers is to apply the
    heavy crown principle. Realms should be a serious responsibility, demanding
    two-thirds of a rulers time, at a mnimum. Realms should come with natural
    rivals and threats, ready from the start to pose a danger. Realms have
    those great resources because the social order has agreed to make that
    particular kind of ruler (be he ruler of market, temple, court, or fortress)
    because of a social need. Rulers must meet these needs, mostly in the form
    of providing protection, or lose their realms. A realm is the classic
    example of the gilded cage. The suggestion that being a ruler should come
    with aging effects strikes me as about right.

    Kenneth Gauck
    kgauck@mchsi.com
    I think the way that Mark_Aurel had expressed it earlier is probably best. Character level is a measure of power, not just learning. Learning will by default grant more power but a character can be very powerful without "learning" much of anything. I think this is were you've confused me with the reference to suggestions that being a ruler should come from aging has me confused. I don't believe that I've seen a proposal that being a ruler comes with aging (not directly at least). I'm assuming that this was in relation to the scion class levels discussions.
    Duane Eggert

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.