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  1. #21
    Site Moderator geeman's Avatar
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    At 11:12 AM 7/1/2002 -0500, you wrote:

    > > Despite what some people would probably describe as an pathological desire
    > > to include new skills in my part :)
    >
    >Its an affliction I like to call polyskillmania. You can never have too
    >many skills.

    I`d generally agree so long as those skills are useful, playable and most
    importantly fun, I don`t see any problem with having a lot of them. The
    system I use has about 60 skills, compared to the 42 skills presented in
    the PHB. That`s a little deceptive, though, because 3e has a few skills
    that have a particular category (knowledge, religion or profession, sailor)
    which really makes for an infinite number of possible skills, limited only
    by the dictates of the DM. I probably have fifteen or twenty skills with a
    "category" requirement after them in addition to a system of subskills and
    specialties that really make it much easier to reach "an infinite number"
    of possible skills.

    The big problem with changes to the skill system, of course, is with the
    number of skill points available to various character classes. I
    personally think that most 3e character classes are lacking in skill points
    even for it`s limited number of skills, so I want to increase the skill
    points available anyway, but I`m trying to balance such things with class
    abilities, hit dice, and the rest of the class features, and that`s not as
    easy as it sounds. Character classes seem to be written up without much
    concern towards balancing them out, really. At least, the effort to
    balance them has been pretty much done at a "best guess" manner from what I
    can tell.

    The website you posted a while back (http://hiddenway.tripod.com/freeform/)
    is the germ of a good idea, but gets it kind of backassward, assigning
    point values to various class features under the assumption that they are
    presently balanced rather than with an eye towards developing balanced
    character classes, so I`ve been fiddling around with an alternate
    point-based system for designing/balancing character classes in which hit
    die are valued at 3-7 points for d4-d12, BAB costs 2-6 points for the slow
    to fast progression rate, etc. It`s not meant to be a point based
    character class system, but the plan is that it will help develop character
    classes with some sort of logic to them. Eventually there has to be some
    sort of judgement call in assigning point values to various class features,
    but having some clue as to balance would be nice.

    Gary

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  2. #22
    Site Moderator kgauck's Avatar
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    ----- Original Message -----
    From: "Gary" <geeman@SOFTHOME.NET>
    Sent: Monday, July 01, 2002 1:52 PM


    > I`d generally agree so long as those skills are useful, playable and most
    > importantly fun, I don`t see any problem with having a lot of them.

    Useless skills are self-correcting because no one takes them. Players tend
    to find uses for the skills their characters do have, and avoid novel skills
    until they experience the absence of that skill: "You mean none of use know
    how to ski?" Playable is always nice, but as you mentioned earlier, often
    the DM does the heavy lifting for their own skill system. Fun is the thing
    that impacts the players he most.

    > The big problem with changes to the skill system, of course, is with the
    > number of skill points available to various character classes. I
    > personally think that most 3e character classes are lacking in skill
    points
    > even for it`s limited number of skills

    I rather like the limited number of skills and have been content to leave
    things as they are. The why`s and wherefore`s should become apparent in a
    moment.

    > The website you posted a while back
    (http://hiddenway.tripod.com/freeform/)
    > is the germ of a good idea, but gets it kind of backassward, assigning
    > point values to various class features under the assumption that they are
    > presently balanced rather than with an eye towards developing balanced
    > character classes

    I think that the D&D mechanic is really about going down below castle
    Greyhawk and fighting monsters, evading traps, and otherwise dungeoneering,
    hence I find the classes balanced. Connecting this with what I mentioned
    about skills, if I were to focus all my character build points in a pure
    character concept, all fighter, all combat, what would I get? I`d get the
    D&D fighter, with the mere 2 skill points. The same with the cleric and
    wizard. So, when someone wants more skills, I think their progression of
    other abilities (combat or spell prowess) should slow down. So, I would
    look to the Aristocrat as the high skills fighter, at expert for a general
    skills infusion for any character, and rogue as the all-skills character.

    So, since many characters are rulers in BR, most characters are not pure
    fighters, clerics, or wizards. Most fighters are actually 70% aristocrats.
    Clerics and wizards often have as many as three levels of expert, including
    their acolyte/apprentice beginings.

    That`s my approach, YMMV.

    Kenneth Gauck
    kgauck@mchsi.com

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  3. #23
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    Don`t take this personally. I have moved beyond criticizing any mods to your
    particular rules and now adress general 3E issues.

    Kenneth Gauck <kgauck@MCHSI.COM> wrote at 02-07-02 02.52:

    > Useless skills are self-correcting because no one takes them. Players tend
    > to find uses for the skills their characters do have, and avoid novel skills
    > until they experience the absence of that skill: "You mean none of use know
    > how to ski?" Playable is always nice, but as you mentioned earlier, often
    > the DM does the heavy lifting for their own skill system. Fun is the thing
    > that impacts the players he most.
    >

    The problem with this approach is that the characters will inevitably end up
    in situations where they look foolish/inadequate because they lack a certain
    skill that the DM introduced. "What, no one of you bought this new Skiing
    skill I told you about". This lets the DM look smug, but is no fun for the
    players. Especially since many of these skills will only be used very
    rarely.

    > So, when someone wants more skills, I think their progression of
    > other abilities (combat or spell prowess) should slow down. So, I would
    > look to the Aristocrat as the high skills fighter, at expert for a general
    > skills infusion for any character, and rogue as the all-skills character.
    >

    The problem is that the Aristcrat and particularily the Expert are not
    PC-worthy classes. Compare the Expert and the Rogue - the Rogue has more
    class skills, more skill points, fights as well, and has a LOAD of special
    abilities on top.

    The NPC classes are one of the worst aspects of 3E in my opinion. With the
    regular classes, you know that one third-level character is about as good as
    another. Why introduce a set of substandard classes where this does not
    apply?

    /Carl

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  4. #24
    Site Moderator geeman's Avatar
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    At 09:57 AM 7/2/2002 +0200, Carl Cramer wrote:

    > > Useless skills are self-correcting because no one takes them. Players tend
    > > to find uses for the skills their characters do have, and avoid novel
    > skills
    > > until they experience the absence of that skill: "You mean none of use know
    > > how to ski?" Playable is always nice, but as you mentioned earlier, often
    > > the DM does the heavy lifting for their own skill system. Fun is the thing
    > > that impacts the players he most.
    >
    >The problem with this approach is that the characters will inevitably end
    >up in situations where they look foolish/inadequate because they lack a
    >certain skill that the DM introduced. "What, no one of you bought this new
    >Skiing skill I told you about". This lets the DM look smug, but is no fun
    >for the
    >players. Especially since many of these skills will only be used very rarely.

    I think the above condition is basically true, but it`s really not limited
    to new skills only is it? Introducing new prestige classes, new feats,
    even the items in a character`s inventory can all result in a situation in
    which the players create PCs that wind up ill-prepared. Adding some new
    skills can certainly result in the kind of situation you describe, but I`ve
    run into the same problem given the current skill set. Is this made
    substantially worse by adding new skills? Yes, if that`s all one
    does. When making changes to the skill system one also needs to consider
    how that will affect character classes, and having skills that overlap a
    bit can also soften the blow considerably.

    One of the things that would help the situation is if skill checks were
    presented with multiple options in most situations. From time to time one
    sees an adventure that has a DC 15 Knowledge, Nature or Wilderness Lore
    check. That`s well and good, but one of the things I`d like to see more
    often done in 3e/D20 is DCs presented for "related" skill checks. That is,
    finding a particular flower might be a DC15 Knowledge, Nature or Wilderness
    Lore check, a DC 20 Knowledge, Herbalist check, a DC 25 Alchemy check and a
    DC 5 Find Particular Flower check.

    This is particularly important for those occasional skill checks that are
    at the crux of an adventure. Generally, crux skill checks should be
    avoided, but I still see adventures in which getting to Act 2 requires
    successfully accomplishing a particular check at the end of Act 1. There
    should definitely be several possible skills and or methods of
    accomplishing such an action.

    Now, it would be really, really nice if there was a more intelligent and
    articulated method of presenting skill checks that would interact with the
    skill system. One could just describe a particular skill check as a "DC 20
    Natural Environment check" and descriptions of various skills would note
    that they can be used to make such a check and/or the bonus/penalty they
    might get on performing them. Alchemy might get a -10 penalty on Natural
    Environment checks. To me if you`re going to go with a skill system that`s
    one of the ways to approach it. Ah, well. Maybe 4e.

    > > So, when someone wants more skills, I think their progression of
    > > other abilities (combat or spell prowess) should slow down. So, I would
    > > look to the Aristocrat as the high skills fighter, at expert for a general
    > > skills infusion for any character, and rogue as the all-skills character.
    >
    >The problem is that the Aristcrat and particularily the Expert are not
    >PC-worthy classes. Compare the Expert and the Rogue - the Rogue has more
    >class skills, more skill points, fights as well, and has a LOAD of special
    >abilities on top.

    It`s relatively easy to bump up the NPC classes to make them functional as
    PC classes. I use a Noble PC class that I`ve posted before, and I`ve seen
    PC versions of the Expert on dnd-l from time to time, though I admit I`ve
    never really been all that happy with them.

    >The NPC classes are one of the worst aspects of 3E in my opinion. With the
    >regular classes, you know that one third-level character is about as good
    >as another. Why introduce a set of substandard classes where this does not
    >apply?

    I don`t really mind NPC classes myself. Well, I`m not wild about the title
    "NPC class" since I think any class should be an option for any character,
    but there is something to be said for replacing the 0-level "commoner"
    system with a set of classes "beneath" the PC level. I`ve been futzing
    around with ECL and the ability score point buy method lately. How many
    points to spend on ability scores is worth +1 ECL? How much for +2
    ECL? Etc. I`m doing this for a couple of reasons aside from the obvious
    benefits during character generation. The first is because I want players
    to use the same points to buy their bloodline strength score, so having a
    system of balanced points to spend on ability scores should answer
    automatically what the ECL of a bloodline might be. The ECL is paid to get
    the points to buy the bloodline. The second reason is because I want to
    see how ability scores can effect CR, EL and how that interacts with
    class. Which is a greater challenge the 10th level warrior with the
    standard array of ability scores or a 7th level fighter with no score
    greater than 14? I think I can determine this a bit more accurately using
    a point system.

    Gary

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  5. #25
    Senior Member Trithemius's Avatar
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    Carl says:

    > The problem is that the Aristcrat and particularily the
    > Expert are not PC-worthy classes. Compare the Expert and the
    > Rogue - the Rogue has more class skills, more skill points,
    > fights as well, and has a LOAD of special abilities on top.
    >
    > The NPC classes are one of the worst aspects of 3E in my
    > opinion. With the regular classes, you know that one
    > third-level character is about as good as another. Why
    > introduce a set of substandard classes where this does not apply?

    I agree with you on this Carl, however my solution would be to improve
    the NPC classes, not ignore them.

    --
    John Machin
    (trithemius@paradise.net.nz)
    -----------------------------------
    "Nothing is more beautiful than to know the All."
    Athanasius Kircher, Ars Magna Sciendi.

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  6. #26
    Site Moderator kgauck's Avatar
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    ----- Original Message -----
    From: "Carl Cramér" <carl.cramer@HOME.SE>
    Sent: Tuesday, July 02, 2002 2:57 AM


    > The problem with this approach is that the characters will inevitably end
    > up in situations where they look foolish/inadequate because they lack a
    > certain skill that the DM introduced. "What, no one of you bought this
    > new Skiing skill I told you about". This lets the DM look smug, but is no
    > fun for the players. Especially since many of these skills will only be
    used
    > very rarely.

    Actually I think its kind of mean to punish players for not indulging a DM`s
    new toys. Sometimes players do insist on going into a region for which they
    are unprepared. My experience tells me when players buy skills its because
    of what the felt like they needed in the last adventure, not often what they
    might need in the next adventure. My preference is to allow for multiple
    ways to solve the same problem, Gary covered this well.

    > The problem is that the Aristcrat and particularily the Expert are not
    > PC-worthy classes. Compare the Expert and the Rogue - the Rogue has more
    > class skills, more skill points, fights as well, and has a LOAD of special
    > abilities on top.
    >
    > The NPC classes are one of the worst aspects of 3E in my opinion.

    As both Gary and John mentioned, the solution is to beef up the NPC classes
    to make them PC worthy. IMO, an NPC class should be viable non-adventuring
    class. Commoner and Warrior are sensible alternatives for NPC`s whose names
    we aren`t intended to really get to know. They appear in the credits as
    peasant #5 and guard #2.

    Kenneth Gauck
    kgauck@mchsi.com

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  7. #27
    Site Moderator Magian's Avatar
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    >From: John Machin <trithemius@PARADISE.NET.NZ>
    >If you want to say (as THEY do) that politics is the struggle for power and
    >that, therefore, all human interaction can be considered to be both (a)
    >political and (B) a power struggle, then you can. I prefer, for the
    >purposes of
    >this discussion and for BR in general, to consider politics to be mainly
    >about
    >government, or rather governance and the interactions between and
    >activities of
    >those involved with governance, be they noble, guilder, priest, or magus.

    That all depends on what level of analysis you take towards politics whether
    it be system, state, or individual. They all play a part in politics as we
    well know. However as a skill itself I think we could measure it at the
    individual level since after all it is the individual using the skill.
    Regardless of what level the skill is being used at the individual must
    still rely upon his skill in order to "spin" things his way. The audience
    are individuals also regardless of the level of state they are privilage to
    they have minds subject to ideas. Thus on the drive of this topic for the
    spin skill I would say that it should be placed on the individual level
    since that is what makes up governments.

    As for the definition of politics being the struggle for power I would like
    to take a different approach, please bare with me. Like Marx once said,
    Religion is the opiate of the masses. I happen to agree with this in the
    sense that the masses tend to use religion as an opiate instead of a way to
    evolve themselves. Therefore politics like religion is defined by how the
    individual(s) use it. (again more of my philosophical banter)

    Back on track, I do think that a skill used for dimplomatic, persuation, and
    such things as performance (as has been mentioned) take away from
    opportunities to roleplay things out even if it gets repetitous. I find on
    the domain(state) level of roleplaying things like that are the lifeblood of
    the roleplaying between factions and a persons own imagination and devotion
    to the game should be what measure the success not a rating system on paper
    and a roll of the die. Then again rules are always fun to make up in hopes
    they imitate reality.

    ciao,

    Paul

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  8. #28
    Site Moderator Magian's Avatar
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    >From: Kenneth Gauck <kgauck@MCHSI.COM>
    >It sounds more like what I called the Oratory skill (and a rose by any
    >other
    >name ...). The Oratory skill is designed for addressing groups, rather
    >than
    >interacting with individuals. You might use it to address a crowd, a
    >meeting of the Estates, the Imperial Senate, an assembly of congregants at
    >the Temple of Haelyn on a feast day, and so forth.


    I agree. I think that oration is the common word used for the ancients when
    they attempted to persuade an audience or simply address them. I like that
    term.

    ciao,

    Paul

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  9. #29
    Site Moderator Magian's Avatar
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    Ok Gary I think I get what you mean.


    >From: Gary <geeman@SOFTHOME.NET>
    >Hm. There are plenty of people that are talented at spinning a situation
    >who don`t have any particular skill at persuasion or debate, which is
    >usually my signal that I need a separate skill. Rhetoric, though... that
    >might be more in the direction I`m going for. I`m going for a more "smoke
    >filled room" kind of thing. The movers and shakers behind the scenes (and
    >their lackeys) who manipulate the presentation of events.

    First off I am not up on the 3E skill stuff yet but from what I have heard I
    can get an idea. (poor me trying to figure NWN)

    That perform skill sounds generalized enough to use as my base. Perhaps we
    could use a generic name like that.

    Rhetoric seems agreeable at the moment. Now how about different levels of
    this? Diplomatic rhetoric is between factions regardless of political level
    (system, state, individual) it simply means foreign relations between
    domains or oranizations. Religious rhetoric(dogma) specifically for the
    clerical. Military rhetoric for military operations and commands.
    Political rhetoric for a factions appearance to the outsiders. Haggling
    rhetoric for markets. et cetera.

    Of course all this diasecting may not be what you are looking for. But the
    base rhetoric is a generalized version for the adventurer to take. Say
    perhaps a leader type character who is interested in negotiating with
    others, either party members or factions like lords of the land seeking
    adventurer aid or villans about to foolishly destroy the party without
    thinking first. Or perhaps it could be used for evil characters to conceal
    their true motives allowing them to operate with good characters in a party.
    Underground rhetoric (street talk) could be used to get places in the
    shadow world of a city. And so on and so forth unless of course there is a
    3E skill that covers what my rantings above are about.

    Maybe this is what you are looking for?

    ciao,

    Paul

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  10. #30
    Site Moderator Magian's Avatar
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    I don`t like the idea of cannons in Birthright, even netbooks.

    ;-)


    >From: Carl Cramér <carl.cramer@HOME.SE>
    >Reply-To: Birthright Roleplaying Game Discussion
    ><BIRTHRIGHT-L@ORACLE.WIZARDS.COM>
    >To: BIRTHRIGHT-L@ORACLE.WIZARDS.COM
    >Subject: Re: The Politics Skill.
    >Date: Mon, 1 Jul 2002 13:29:17 +0200
    >
    >I don`t mind if you or anyone changes the system. I think it is fine if we
    >can discuss such changes here on the list. But if we want to attract new
    >players to the setting, any netbooks and such that we publish should stay
    >as
    >close to established 3E mechanics as possible.
    >
    >Blooded characters need special rules - no question about that. Thus I
    >think
    >it is better to introduce a set of special rules for blooded characters,
    >and
    >include access to the Diplomacy skill (and a few other skill sueful to
    >regents) as a part of this package. This is a minor tweak, much less than
    >the introduction of new skills.
    >
    >However, nothing prevents each of us from playing Birthright using any set
    >of rules - we could use the 1979 edition of Chivalry and Sorcery if we
    >fancy
    >that. But if we do, we should not bring up rules from our home campaigns as
    >canon in netbooks and such.
    >
    >/Carl
    >
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