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Gizmoduck_5000 posted:Lately I've been playing a lot of final fantasy games, and I've been enamored with the job system in FFV, FFT and FF Dimensions, wherein you master one job (i.e. Warrior, White Mage, Dragoon) and then transfer the abilities onto your next job. You're probably better off with Warhammer Fantasy Roleplay 3E, since that actually used something like the job system. You have careers, and if you finish them, you get one ability from it permanently that you carry over into the next career. A small number of careers are restricted to certain races.
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# ¿ Sep 9, 2015 15:35 |
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# ¿ May 16, 2024 11:22 |
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P.d0t posted:
I can see how you might not want them, but one thing missing is races/species or monsters-as-classes. Like, yeah, a vampire can just be a rogue that has a picture of a vampire on the character sheet, but there has always been D&D demand for mechanics for being one of those things.
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# ¿ Apr 18, 2016 21:52 |
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P.d0t posted:One thing I've found myself bumping up against a few times with this, is when people request a class, and then I reply with, "Well I've never played one, can you tell me what it does?" People love vampires (you probably know what they do, and just need to decide what subset of that is appropriate for your game) and werewolves (whose central aspect is voluntary/involuntary transformation). Shapeshifters/changelings/doppelgangers are popular. Dragonmans too.
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# ¿ Apr 24, 2016 17:39 |
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P.d0t posted:but like, what do they do?
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# ¿ Apr 25, 2016 00:57 |
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P.d0t posted:So in TNP, skill ratings (if you will) are basically: Consider instead looking at how often characters will be succeeding in their core tasks and asking yourself "is this how I want this system to feel"? Like, I don't think it matters that much whether, in a game system, players generally succeed on 11-20 vs 12-20, but in that scenario, they're all using the same dice. If the way you have it structured (with class dice for skills, or without) means that wizards are worse (or better) than clerics at "doing their jobs," then you might have a problem.
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# ¿ May 9, 2016 20:04 |
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P.d0t posted:Naw I got rid of that problem, by ditching ability scores (mostly) and breaking skills into "Adventuring" (mechanical) and "Background" (fluff) skills. It made it easier to assign skills to classes along thematic lines, and also ensure some level of parity between classes. If the game tells me that my skill roll is supposed to represent one of the top ones in the world, I expect the character to be able to do routine things with either no roll or a very low chance of failure. Likewise, there are pools of expertise out there in the player world, so telling them that somebody can do [hard thing] with [small amount of training] will set people to typing furiously at the internet. Beyond those extremes, I don't think it matters.
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# ¿ May 9, 2016 20:47 |
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# ¿ May 16, 2024 11:22 |
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P.d0t posted:Well, they're both purely mechanical. I could probably write more words into the text explaining what "Skill Expertise" represents in-universe, but basically it's a mechanic by which the floor on your skill results is raised; Rogues and Bards get the broadest applications of it, as you might expect. I should have added more words of my own, because this is what I meant. Should I succeed 67.5% of the time at a skill? Well, I think that depends on whether that 67.5% chance represents the peak of human activity, the untrained ability of a guy on the street, or somewhere in the middle. 67.5% chance to succeed isn't good or bad per se.
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# ¿ May 9, 2016 21:16 |