Getting sleepy and wordyOriginally posted by Polaris:
I see two problems with this:
1. No one outside of WOTC (and most even within WOTC) feels that 25 points for 6 stats is actually a reasonable number of points. That is especially true when Living Greyhawk (by no means a muchkin's paradise) uses 28 and most other d20 systems (such as Spycraft) use 32 for tournament play.
This would tend towards more "heroic" characters. And more points = easier to create min/maxed "unbalanced" characters.In fact in my prior post, that is why I picked 40 points for a point buy. The standard d20 point buy (non WOTC) is 32 for 6 stats, which equates to about 40 for 8.
There should be IMO differences in roleplay between even a SOC 8 and SOC 12 characters, changes to reaction rolls, etc. Not just applicable to Nobles. The entry for SOC in THB has some suggestions. However there is room for some more guidelines at the very least. A bit loathe to add more mechanics though. More opposed rolls say I wouldn't mind.2. Some statistics in T20 are less useful than they were in other d20 products because of the two new stats (EDU and Soc). EDU infringes on INT, but that is not a huge deal since both synergize well together anyway. OTOH, Soc does infringe on Cha in a bad way (especially for nobles). Since Cha affects skills and Soc doesn't, the powergamer will usually dump Soc (and you get the added benefit of a lower cost of living). Soc needs to be strengthed as a stat in T20 IMHO.
Actually T20 refers you to the "standard d20 rules", and if you have the DMG (which you probably need to with T20) it gives you a range of means of generating attributes. The "Standard Point Buy" method (DMG p.19) gives you 25 points to spend over 6 attributes ... which would give you 33 1/3 points for 8 attributes (round down to 33). That's for a heroic character. Sure, you might get a better character rolling, but the point is surely that a bought ranking is more certain.Originally posted by Polaris:
Up until now we hadn't been discussing stat generation which is a contentious topic in d20. I note that the default for d20 is the random 4d6 drop the lowest which (on average rolls) actually works out to be about a 32 point buy! 25 points is considered way to low by almost everyone I have met and the fact that Living Greyhawk is supposed to be a 'tough' campaign and they give 28 is a sure-fire indicator. [Compare 25 points to 4d6 drop the lowest on average rolls, and you will see why 25 points is very unpopular. Most smart players would insist on a random char-gen if you insisted on 15 or 22 points!!]
Actually T20 refers you to the "standard d20 rules", and if you have the DMG (which you probably need to with T20) it gives you a range of means of generating attributes. The "Standard Point Buy" method (DMG p.19) gives you 25 points to spend over 6 attributes ... which would give you 33 1/3 points for 8 attributes (round down to 33). That's for a heroic character. Sure, you might get a better character rolling, but the point is surely that a bought ranking is more certain.Originally posted by Falkayn:
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
Up until now we hadn't been discussing stat generation which is a contentious topic in d20. I note that the default for d20 is the random 4d6 drop the lowest which (on average rolls) actually works out to be about a 32 point buy! 25 points is considered way to low by almost everyone I have met and the fact that Living Greyhawk is supposed to be a 'tough' campaign and they give 28 is a sure-fire indicator. [Compare 25 points to 4d6 drop the lowest on average rolls, and you will see why 25 points is very unpopular. Most smart players would insist on a random char-gen if you insisted on 15 or 22 points!!]
As far as people ignoring SOC, I told my T20 newbies that SOC would be an important part of character interaction, and could prove a useful or harmful influence in interaction with NPCs.
Going back to Star Wars:
* Classes all start with a min Defense of 3 (except the Soldier who has a 2!?!) to maximums at 20th level from 8 to 14. BAB advancement ranges between 3/4 and 1/1.
* Your class Defense bonus is added to 10 + DEX to give your AC.
* Damage is done to Vitality (T20's Stamina) unless a critical is scored, in which case it goes to Wounds (CON).
* Originally armor gave you an AC bonus in place of Defense, but in the revised rules it gives a DR (damage resistance) ranging from 2 to 7 (basically -2 to -7 damage per hit). The DR is applied when you take Wound damage, but not Vitiality damage (IOW you can get worn down by repeated hits, but you're harder to actually hurt - and critical hits do NOT bypass armor).
* Modern ranged weapons all do multiple dice damage (usually 3dx), but many have a stun setting (the only thing saving most newbie PCs).
Contrasted to T20, d20 Star Wars is about as lethal. The main difference being that most classes have good BABs, all classes have 'magic' defense bonuses and armor is not as good in some ways, but better in others. The difference in combat effectiveness between two Star Wars characters owes a LOT to their different levels - it is not just the attack roll that gets better, but the defensive number goes up too. Compare this to T20 where the difference depends a lot more on how the character is built (did they multiclass into combat classes, or take combat feats?), how they are equipped and less on what level they are.
In my experince as a Traveller Refree and as a T20 playtester/referee, I'll be happy to point out where you are mistaken about why T20 class levels are less important than class levels in other D20 games.Originally posted by Polaris:
In DnD 3E, a character's defense is entirely based on how well equipped they are, so this is no different than T20 in that respect. Yet levels make a huge difference in DnD as well. I note that your combat effectiveness in Starwars also depends on how much and when you multiclass (you can lose several Bab due to bad MCing), and I note that armor in SWRPG does /not/ provide better defense. I also note that in Starwars, critical hits automatically go to wounds which is not so for T20.
{Snip}
I hate to sound impolite, but when I hear people say that level doesn't matter in T20 over and over again when I can give specific reasons and examples why it does (to say nothing of skills!), then I have to wonder if some might be in denial.
-Polaris
While explicit in D&D, this is not true in T20. Note the prior history system gives, as mustering out benefits, access to starships worth tens of millions of credits. If you are using the speculative trade system and don't end up with a million credit after the first dozen trades, you are not (ab)using it correctly. Hell, you can roll up a first level character with SOC 18 who rules billions of sentients and commands an entire fleet of Imperial Navy ships. So level is not an indicator of access to money and therefore not a limit to the best armor and weapons.In both systems armor replaces class defense with the underlying assumption (more explicit in DnD) that the higher level you are, the more money you will have, and thus the better armor (and AC) you will get.
This is wrong. Damage in T20 always goes to both Viality and Wounds (Stamina and Lifeblood). Armor reduced the damage done to lifeblood but not stamina. Play experince has shown that low level characters are more likely to be knocked out before being killed, while high level character are going to be killed before they are knocked out.Originally posted by Falkayn:
Damage is done to Vitality (T20's Stamina) unless a critical is scored, in which case it goes to Wounds (CON).
This (and sniper attacks) are an (ab)use of the combat system. And a case where turnabout is fair play. If my players start doing called shots, so do the NPCs. It usually stops pretty quickly. If your players are doing called shots against each other, that's another problem entirely.If nothing else, the high level characters can do called shots on the lower level characters......and I for one dislike called shots in a d20 game because it is problematic IMV but that is a seperate topic.
Here is where I get confused about your argument. Take your 12th level character, who has many engineering skills. If my low level character wants to have engineering skill, they will be inferior to yours. Granted. Are you also saying that your character's secondary skills would be better than mine if I choose to be a pilot, merchant, noble, or a commando? How about all four?If you allow party members to 'specialize' within ship roles (and almost all Traveller parties I have seen do this....with at secondary qualification), then you can (and often will) get away with high skill levels since you don't need that many skills.
In my experince as a Traveller Refree and as a T20 playtester/referee, I'll be happy to point out where you are mistaken about why T20 class levels are less important than class levels in other D20 games.Originally posted by tjoneslo:
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
In DnD 3E, a character's defense is entirely based on how well equipped they are, so this is no different than T20 in that respect. Yet levels make a huge difference in DnD as well. I note that your combat effectiveness in Starwars also depends on how much and when you multiclass (you can lose several Bab due to bad MCing), and I note that armor in SWRPG does /not/ provide better defense. I also note that in Starwars, critical hits automatically go to wounds which is not so for T20.
{Snip}
I hate to sound impolite, but when I hear people say that level doesn't matter in T20 over and over again when I can give specific reasons and examples why it does (to say nothing of skills!), then I have to wonder if some might be in denial.
-Polaris
While explicit in D&D, this is not true in T20. Note the prior history system gives, as mustering out benefits, access to starships worth tens of millions of credits. If you are using the speculative trade system and don't end up with a million credit after the first dozen trades, you are not (ab)using it correctly. Hell, you can roll up a first level character with SOC 18 who rules billions of sentients and commands an entire fleet of Imperial Navy ships. So level is not an indicator of access to money and therefore not a limit to the best armor and weapons.
</font><blockquote>quote:</font><hr />
In both systems armor replaces class defense with the underlying assumption (more explicit in DnD) that the higher level you are, the more money you will have, and thus the better armor (and AC) you will get.
This is wrong. Damage in T20 always goes to both Viality and Wounds (Stamina and Lifeblood). Armor reduced the damage done to lifeblood but not stamina. Play experince has shown that low level characters are more likely to be knocked out before being killed, while high level character are going to be killed before they are knocked out.
</font><blockquote>quote:</font><hr />
Originally posted by Falkayn:
Damage is done to Vitality (T20's Stamina) unless a critical is scored, in which case it goes to Wounds (CON).
This (and sniper attacks) are an (ab)use of the combat system. And a case where turnabout is fair play. If my players start doing called shots, so do the NPCs. It usually stops pretty quickly. If your players are doing called shots against each other, that's another problem entirely.
</font><blockquote>quote:</font><hr />
If nothing else, the high level characters can do called shots on the lower level characters......and I for one dislike called shots in a d20 game because it is problematic IMV but that is a seperate topic.
Your entire argument about unbalanced characters is based around two areas. Combat and skill use.
Combat, If I have a 2nd level character to compare to your 12th level Navy/Rogue uber-engineer, your character will have a overall BAB of +5 to +14 better than mine, all other things being equal (same armor, same weapons). So your character can hit more frequently and, in some cases, do more damage.
You keep neglecting the effects of technology on combat. In comparison, my character can barely hit the broad side of a barn. Using a grenade launcher, I don't need to be any better. Inside a lightly armored G-carrier, I'm pretty much invulnerable to any hand held weapon you have. Neither if these is difficult to obtain. And while we could argue back and forth about who has xyz-uber toy, my point here is that T20 make no assumption about level being a limitation to access to powerful weapons (or armor).
Skills: Again, between the 2nd level character and the 12th level character, the spread between skill ranks for a specific skill would be +8 to +14 (including abilities and feats). Enought to move from beginning professional to miracle worker.
Here is where I get confused about your argument. Take your 12th level character, who has many engineering skills. If my low level character wants to have engineering skill, they will be inferior to yours. Granted. Are you also saying that your character's secondary skills would be better than mine if I choose to be a pilot, merchant, noble, or a commando? How about all four?
</font><blockquote>quote:</font><hr />
If you allow party members to 'specialize' within ship roles (and almost all Traveller parties I have seen do this....with at secondary qualification), then you can (and often will) get away with high skill levels since you don't need that many skills.
Not all four I grant, but in your chosen role (even if it were different than mine), you would be simply considered incompetant by general comparison (as compared with a person of my level in that speciality). In an adventure, the DCs should be about the same for everyone for the party or the adventure seems contrived (at best).
To get closer to topic, that is precisely what I am saying. Remember that we want new players to stay with traveller. Nothing kills the fun faster (IMX anyway) than to be a person whose best skill is a mere +9 when Uber-Engineer has his best skill at +21. Even though the skills and roles may be completely different, it feels very unfair, and when things seem unfair, then the fun goes straight out the airlock.
Yes, they have a quantifiable advantage. But IMHO it is not enough to preclude mixing PCs of different levels in the same party. When the GM throws a combat encounter at them, he has to consider not just the PCs' average levels, but also their equipment status, etc. etc.Originally posted by Polaris:
What I am saying is this:
When you look at any one thing, you can argue that being of radically lower level isn't that bad a disadvantage, but it always is a disadvantage it is often a quanifiable one. Now when all these little edges get added up together, the high level character has a pretty overwhelming advantage. Consider it the 'death of a thousand cuts'.
I don't think I'm burning anything - but I think you mean 'conflating' (I had to look both of those up).Originally posted by Polaris:
Falkayn,
Now really, I am going to have to call a 'technical' here. You are conflagrating two distinct issues here:
I'll have to give the bad news to my team then. It's a shame that they're not all my level, but we want the best IT consultancy we can get. I can't "tolerate" having people lower than my level working with me. And I suspect that the other project managers here don't have quite my level of experience, so I'll have to get the boss to pay them less than me. NOT.Originally posted by Polaris:
2. Should NPCs have levels appropriate to their jobs? Absolutely. However, this actually makes my point rather than refuting it. A high level party should *be* more qualified and can breeze through challenges that a lesser level party could not by this logic. A high level character can (if he is a roguish type for example) breeze past even the strictest customs with ease because even the best trained customs officials are unlikely to be much above 5-8th level or so. Thus this becomes a non-encounter for the higher level party yet is a deadly one to a lower level one. [The weakest link analogy comes firmly to mind.] Furthermore, a high level group of PCs will be a crack crew. Why would they tolerate someone who is not up to standards in an important position? [They wouldn't if they could help it.]
Meaning what? They've passed an exam? They've been subjectively found appropriately qualified? They have demonstarted an apprpopriate amount and variety of skills? It sure as hell doesn't mean they are all the same level, not that they are all the same in terms of ability or skills - just that some minimum has been met.Originally posted by Polaris:
Thus while not everyone on the ship's crew should be of the same level, all the departement heads should be (or at least close) and this is based not just on game balance but on RL Navy practice (all Dept Heads must be command qualified).
OK, let me put it another way. Given the way I GM (as stated above), what is wrong with PCs having grossly different levels? Let me make that even easier for you, what aspect of the roleplaying experience are my players going to miss out on?Originally posted by Polaris:
3. The above two points in no way excuses or allows for gross level imbalance. I have already stated that in T20, a couple of levels in inbalance is probably alright (GM depending), but a 10 level difference (which can easily happen) simply is not. Indeed you second point actually serves as a counter-example.
The way I GM, and it is a tad lazy. I don't worry so much about what is supposed to be an 'appropriate' challenge. I mean, my current party has all the resources of naval intelligence behind them - I have no qualms making their opposition 20th level (if that's what is appropriate for the NPC involved), and giving him 12th level thug bodyguards. The players' goal is not to slay the monster, or roll 38 on their best skills. The goal is an in game objective that the PCs have chosen. Their performance will be measured in shades of gray - with something never quote being perfect, and other things being completed better than expected. The XP they earn is decided based on the actions they take and their steps towards completion of the story, not some jimmied up CR figure (although I may use those as rough guides to ensure I'm not overly generous or stingey). There is nothing in that method that a newbie GM cannot do - in fact it is closer to RL and therefore common sense - which should make it easier to do. I think the mechanical way d20 handles XP requires balanced parties for newbie GMs because it doesn't work any other way, not because it is easier.Originally posted by Polaris:
P.S. I note that baring player stupidity (which happens from time to time), the challenge should be appropriate to the party which is much easier to do with a balanced party (and we are talking about new GMs).
I don't think I'm burning anything - but I think you mean 'conflating' (I had to look both of those up).Originally posted by Falkayn:
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
Falkayn,
Now really, I am going to have to call a 'technical' here. You are conflagrating two distinct issues here:
I'll have to give the bad news to my team then. It's a shame that they're not all my level, but we want the best IT consultancy we can get. I can't "tolerate" having people lower than my level working with me. And I suspect that the other project managers here don't have quite my level of experience, so I'll have to get the boss to pay them less than me. NOT.
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
2. Should NPCs have levels appropriate to their jobs? Absolutely. However, this actually makes my point rather than refuting it. A high level party should *be* more qualified and can breeze through challenges that a lesser level party could not by this logic. A high level character can (if he is a roguish type for example) breeze past even the strictest customs with ease because even the best trained customs officials are unlikely to be much above 5-8th level or so. Thus this becomes a non-encounter for the higher level party yet is a deadly one to a lower level one. [The weakest link analogy comes firmly to mind.] Furthermore, a high level group of PCs will be a crack crew. Why would they tolerate someone who is not up to standards in an important position? [They wouldn't if they could help it.]
You are conflating the idea that in game the PCs would expect to be working with people of appropriate experience with the meta-game idea that PC levels should be the same.
Meaning what? They've passed an exam? They've been subjectively found appropriately qualified? They have demonstarted an apprpopriate amount and variety of skills? It sure as hell doesn't mean they are all the same level, not that they are all the same in terms of ability or skills - just that some minimum has been met.
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
Thus while not everyone on the ship's crew should be of the same level, all the departement heads should be (or at least close) and this is based not just on game balance but on RL Navy practice (all Dept Heads must be command qualified).
OK, let me put it another way. Given the way I GM (as stated above), what is wrong with PCs having grossly different levels? Let me make that even easier for you, what aspect of the roleplaying experience are my players going to miss out on?
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
3. The above two points in no way excuses or allows for gross level imbalance. I have already stated that in T20, a couple of levels in inbalance is probably alright (GM depending), but a 10 level difference (which can easily happen) simply is not. Indeed you second point actually serves as a counter-example.
The way I GM, and it is a tad lazy. I don't worry so much about what is supposed to be an 'appropriate' challenge. I mean, my current party has all the resources of naval intelligence behind them - I have no qualms making their opposition 20th level (if that's what is appropriate for the NPC involved), and giving him 12th level thug bodyguards. The players' goal is not to slay the monster, or roll 38 on their best skills. The goal is an in game objective that the PCs have chosen. Their performance will be measured in shades of gray - with something never quote being perfect, and other things being completed better than expected. The XP they earn is decided based on the actions they take and their steps towards completion of the story, not some jimmied up CR figure (although I may use those as rough guides to ensure I'm not overly generous or stingey). There is nothing in that method that a newbie GM cannot do - in fact it is closer to RL and therefore common sense - which should make it easier to do. I think the mechanical way d20 handles XP requires balanced parties for newbie GMs because it doesn't work any other way, not because it is easier. </font>[/QUOTE]Actually newbie GMs and players need guidance that that is easier done with balanced parties and some sort of benchmark. Given what you have said, I almost guarantee that you adjust your adventures on the fly to account for PC actions and abilities. Am I wrong?
</font><blockquote>quote:</font><hr />Originally posted by Polaris:
P.S. I note that baring player stupidity (which happens from time to time), the challenge should be appropriate to the party which is much easier to do with a balanced party (and we are talking about new GMs).
Asked and answered a long time ago in another thread. You just didn't like the answer.Originally posted by Polaris:
Let me ask you what I have already asked Hunter and MDJ (and they have not deigned to reply):
No you want everyone to agree with you and when they don't you say they aren't giving you an honest answer.
For the third time in this thread: I would like an honest answer!