Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

Friday, April 20, 2012

How big is a potion?

I've always wondered how much liquid constitutes 1 dose of a potion. Are we talking a 12oz soda/beer? A 6-8oz cup of coffee/tea?  A 1-2oz shot, or something even smaller like the 1-2ml vials that perfume samples come in?  If they are the larger size, I know some characters that wander dungeons with the equivalent of a case of beer (very expensive beer at that).  From a practical standpoint, I think the 1-2oz size makes sense, but for some reason I've always envisioned potions as larger than that.

Tuesday, March 13, 2012

More on Unified XP tables.

In an earlier post I began discussing class balance, unified xp tables, and the reasons for and against bonus XP for high prime requisite scores.  In this post I'd like to take some time to discuss the pros and cons of the use of individual xp tables for each class.  Most old school gamers like the old individual xp charts, and I certainly don't mind them, but I think that there are some valid reasons for not using them.

I like the old charts because they add a certain flavor to the game.  With every class having a different chart, the players are each carefully tracking their xp, anxiously awaiting their next level.  Leveling becomes an individual goal, not a group goal.  An argument that is often made in favor of individual xp charts is that it allows you to have unbalanced classes within the game, or in other words you can balance a class by making it more or less expensive to level.  The classic example is the thief.  It can't wear good armor or use a variety of weapons, and gets no spells.  The thief's attack tables and HPs are also inferior to all but the Magic-User.  It does have a access to thief skills, but these hardly make up for all of the other disadvantages the thief suffers from.  Thus the thief levels faster than any other class in the game. 

Another aspect of the individual XP charts that should not be overlooked is something that goes beyond class balance.  You could call it feel, or difficulty, but it's easier to just explain.  Of the base classes Magic-Users require the most xp to level (at least at the lower levels).  Why?  Because being a wizard is damn tough.  Not just anyone can be a wizard.  It takes a lot of dedication.  Most would say that Magic-Users are underpowered at low levels, particularly when xp cost/level is considered.  But they are designed that way for a reason.  Not everyone should play a M-U, and not every M-U that is rolled is going to survive the early levels. In contrast, Clerics level a little more quickly than it would seem like they should, but then again they are favored by a god, and they have the thankless responsibility of keeping the party alive with healing spells.

What don't I like about the individual xp charts?  Despite everything I just said, I find them to be wildly arbitrary.  Just how much xp per level is a d8 instead of a d6 for hit dice worth?  Or a better saving throw?   Sure people have tried to create class construction engines (such as in the 2E DMG) but one can usually exploit these fairly easily.  If you are trying to achieve balance between classes, it seems a little harder to do it with xp.  Secondly, the more classes you have, the more charts you need.  I like classes.  I like sub-classes.  Individual xp charts aren't so bad when you have 3 or 4 classes, but what about 15?  or 40? (Don't laugh.  Look at all of the new classes in the non-core 1e books like UA or OA.  Then add in the NPC classes presented in the Dragon.).  Charts take up space in the rules and you have to look them up.  Minor gripes, but still a negative.

This all leads to a unified xp chart.  First, it fixes most of the problems I have with the use of individual charts.  As a designer and a GM I like a unified leveling system because that is what I am used to working with.  Most RPGs use this sort of system, even if they use a totally different sort of advancement system (FWIW, the MMOs I have worked on and played have also used this system for the most part).  I think it is more easy to balance classes with this system, as you can make direct comparisons between the 2 classes.  Obviously they are never going to be completely balanced, but a unified xp table gives you a good starting point, and a frame of reference.

For me, the most important aspect of using a unified leveling system is that it allows the group to completely do away with xp as a whole.  If everyone earns the same xp per session, and they all use the same xp chart, they will all level at the same time.  That being the case, the GM or the group can decide when the PCs level whenever they wish.  No need for the GM to calculate xp.  No need for the players to track it.  No need to figure out how much a new monster or treasure is worth.  I have both run and played in games like this before, and it has worked wonderfully, with the right group.  Not every group is going to like this system, but I think you could say that about any rule. The major problem comes when you have character deaths, or characters/players that are not present for certain sessions.  In this case, you can keep track of the sessions played, and level those characters when they have played an appropriate # of sessions.  It isn't an exact science, but that's the point.

Now as some have pointed out, some problems arise when you get rid of xp.  Specifically how does one reward individual play.  In a future post, I'll explain a few ideas for simple fate/karma system that not only rewards individuals for excellent play, but livens up the game for the whole group.


Thursday, March 8, 2012

Class balance, unified xp, and prime requisites.

While coming up with some house rules that may eventually become a full blown retro-clone, I began to take a serious look at the classes.  I quickly realized I was going to have to deal with class balance, and that there are issues with class balance in D&D that I don't have to deal with in MMOs (my day job).  The first issue is individual xp charts for each class, and the second the potential for bonus xp if the character has high prime requisite (PR) scores.

I seen a lot written about unified xp charts, so I'll deal with them in another post.  On the other hand, I haven't seen anyone discuss bonus xp for high PRs.  This seems to be something that people tend to overlook a lot of the time.  Not that they don't use it, every game I've ever been in has used it, but nobody really stops to think why this rule exists or what purpose it serves in the game.

I first questioned the idea of bonus xp for a high PR score when I saw the suggestion that there be bonus xp given based on how you rolled your stats.  (sorry that I can't remember where I saw this)  A straight 3d6 would get you a +15%, while the stand 4d6 drop the lowest and arrange to order gets you +0% (there were other options in between).  I liked this idea, but realized that it was probably incompatible with the bonus xp from PRs.  


It would seem to me that bonus xp from high PR scores is an concept that got its start with OD&D.  In the original game it makes sense.  High ability scores don't immediately make you much better at anything, but they allow you to advance in your class more quickly. In later editions where ability scores give you bonuses, I don't really see the need for the bonus xp.  In fact it creates a situation where the character pretty much has to have those score or they will be gimped.  The concept may make logical sense in that a strong person may be able to increase their melee combat skills more quickly, but from a game sense it create a  power imbalance between the "haves and have nots".  I think that this difference can become magnified if you are dealing with classes that already have high stat requirements to join them, making the chance of having a high enough PR score for bonus xp much smaller.

I've come to the conclusion that I am not going to use the stand bonus xp % in my game.  If I was doing a straight OD&D or Swords and Wizardry game, I would include them, but I am using the -3 to +3 bonuses from B/X.  Also, I will be making everyone use the same method for rolling stats, so the concept of bonus xp for the method used to generate stats won't be in the game either.  By eliminating the bonus xp from my game, I am making the bookkeeping a little easier on everyone.  It's a small point, but an important step in my larger plan to provide the option to remove xp from the game.  But that's another post.