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Breja: Oh, I agree- it's very fast, and very easy. I just think it's too easy, it simplifies things too much. It's definately not something that would hold up for a group like mine, people with considerable RPG experience. It might be a good idea for total newcomers (I don't mean that in any insulting way).
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Leonard03: That's it exactly I think.

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Breja: ...but I prefer to keep to D&D 3.5 and Warhammer FRP 2ed.
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Leonard03: I be interested in hearing a comparison of 5e vs 3.5/Pathfinder.

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Maxvorstadt: Hm, what does the 5th edition do? New skils? New races? New classes? Changing the complicated magic system to a mana based one?
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Leonard03: I don't know what you are comparing it to, but in 5th edition you don't need to decide what each and every spell slot is alloted to at the beginning of the day. Instead, you can cast any spell from the ones you have known (for wizards), or from the ones you have prepared (druids, clerics). Doing so doesn't un-prepare them though - you can keep using them. You can also "super" cast spells using a higher spell slot, so you don't get the Cure Minor Wounds, Cure Wounds, Cure Major Wounds silliness.

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ValamirCleaver: The only time that I recall that D&D had a mana type spell casting was the spell point system presented in Player's Option: Spells & Magic, but I don't believe the system was ever used again after the end of 2e AD&D. The closest present thing to it would be the Charisma based casting used by Sorcerers and other spontaneous spell casters that was introduced in 3e.
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Leonard03: Acutally, spell point system is presented as an alternative in 5e DMG.

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pimpmonkey2382.313: I have pathfinder, find no reason to use it above 0e, 1e or 2e.
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Leonard03: I guess you're just used to the THAC0 stuff? Wanting a lower AC seems so counter intuitive.
The people I play with find WOTC style counter intuitive. But no, we usually do 1E or classic, which has the tables. I quite prefer it.
Regarding 1e, here are some of my thoughts on it:

+: I like the 1e ranger, even if the spellcasting isn't likely to come up in many campaigns. I like the fact that they get 2 different types of magic.
+: I like the idea of a 1e bard, though I have a feeling that some house rules might be needed for it to work. (I never liked the 2e bard, to be honest.)
+: I like the fact that high level spell casters can bypass magic resistance. (I would prefer it, however, if magic resistance and spell disruption didn't exist, and if magic were balanced around those mechanics not existing.)

-: THAC0 behaves strangely. In particular, fighters get 2 THAC0 at odd levels and 0 at even levels (at least the way the Gold Box games interpreted the rule).
-: Game isn't fair to demi-humans. Low stat caps (why can't Dwarves be as strong as Humans?). Low racial level caps (the Half-Elf cap of level 5 as a Cleric is just atrocious). (Fortunately, this can be rule zeroed easily.)
-: Game isn't fair to female characters. Such characters have lower strength limits (except for human non-fighters), and they don't get anything to compensate. (Fortunately, this can also be rule zeroed.)
-: Stats (ability scores) only matter at extreme values. (Why can nearly doubling Strength not lead to any improvement in fighting abilities?) Also, mental stats don't do enough mechanically. Furthermore, I don't like the fact that stats are basically set in stone on character creation.
-: At low levels, attacks miss *way* too often, on both sides of combat. Also, when an attack does hit, it is way too likely to be fatal.
-: Healing magic is way too weak (until Heal, that is). Consider, for example, that the most powerful healing spell that a level 6 Cleric can cast has a 1 in 8 chance of healing *1* measly hit point. (Also, I don't like the fact that religious characters have a monopoly on healing magic in D&D, but that's another story.)
-: I don't like thief/rogue as a character class, personally. The problem is that they basically add a mechanic that basically makes the character required, and then make the character weak in combat. (The 3e rogue has a different issue; sneak attack makes it necessary to track position during combat; I would prefer to abstract away the whole issue of positioning in combat. and 3e doesn't let me.)
-: I don't like the spell disruption mechanic. It can be very frustrating to spend a limited resource only to find out that you wasted it. I also dislike spell resistance when saving throws already exist.
-: At high levels, saving throws are successful too often.
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dtgreene: Regarding 1e, here are some of my thoughts on it:

+: I like the 1e ranger, even if the spellcasting isn't likely to come up in many campaigns. I like the fact that they get 2 different types of magic.
+: I like the idea of a 1e bard, though I have a feeling that some house rules might be needed for it to work. (I never liked the 2e bard, to be honest.)
+: I like the fact that high level spell casters can bypass magic resistance. (I would prefer it, however, if magic resistance and spell disruption didn't exist, and if magic were balanced around those mechanics not existing.)

-: THAC0 behaves strangely. In particular, fighters get 2 THAC0 at odd levels and 0 at even levels (at least the way the Gold Box games interpreted the rule).
-: Game isn't fair to demi-humans. Low stat caps (why can't Dwarves be as strong as Humans?). Low racial level caps (the Half-Elf cap of level 5 as a Cleric is just atrocious). (Fortunately, this can be rule zeroed easily.)
-: Game isn't fair to female characters. Such characters have lower strength limits (except for human non-fighters), and they don't get anything to compensate. (Fortunately, this can also be rule zeroed.)
-: Stats (ability scores) only matter at extreme values. (Why can nearly doubling Strength not lead to any improvement in fighting abilities?) Also, mental stats don't do enough mechanically. Furthermore, I don't like the fact that stats are basically set in stone on character creation.
-: At low levels, attacks miss *way* too often, on both sides of combat. Also, when an attack does hit, it is way too likely to be fatal.
-: Healing magic is way too weak (until Heal, that is). Consider, for example, that the most powerful healing spell that a level 6 Cleric can cast has a 1 in 8 chance of healing *1* measly hit point. (Also, I don't like the fact that religious characters have a monopoly on healing magic in D&D, but that's another story.)
-: I don't like thief/rogue as a character class, personally. The problem is that they basically add a mechanic that basically makes the character required, and then make the character weak in combat. (The 3e rogue has a different issue; sneak attack makes it necessary to track position during combat; I would prefer to abstract away the whole issue of positioning in combat. and 3e doesn't let me.)
-: I don't like the spell disruption mechanic. It can be very frustrating to spend a limited resource only to find out that you wasted it. I also dislike spell resistance when saving throws already exist.
-: At high levels, saving throws are successful too often.
Except there are no limits on females.... straight from the PHB



Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the skeleton and muscle
which each DM will flesh out to create the unique campaign. You will find no pretentious dictums herein, no baseless limits arbitrarily
placed on female strength or male charisma.
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pimpmonkey2382.313: Except there are no limits on females.... straight from the PHB

Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the skeleton and muscle
which each DM will flesh out to create the unique campaign. You will find no pretentious dictums herein, no baseless limits arbitrarily
placed on female strength or male charisma.
Oh dear, you have just found that bit of text that is contradicted just a few pages later. Just a few pages later, there is the Strength table, where 18/01-50 is described as "Maximum strength possible for a female human...character", while 18/00 (which is higher) is described as "Maximum human strength".

(Of note, there's no limit on male Charisma.)

Fortunately, 2e dropped the sexist strength limit, and 5e explicitly allows non-binary characters.

By the way, just to be silly, I note that the table only specifies non-human Strength limits for male and female characters; a non-human with a non-binary gender could technically have no Strength limit in 1e.
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pimpmonkey2382.313: Except there are no limits on females.... straight from the PHB

Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the skeleton and muscle
which each DM will flesh out to create the unique campaign. You will find no pretentious dictums herein, no baseless limits arbitrarily
placed on female strength or male charisma.
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dtgreene: Oh dear, you have just found that bit of text that is contradicted just a few pages later. Just a few pages later, there is the Strength table, where 18/01-50 is described as "Maximum strength possible for a female human...character", while 18/00 (which is higher) is described as "Maximum human strength".

(Of note, there's no limit on male Charisma.)

Fortunately, 2e dropped the sexist strength limit, and 5e explicitly allows non-binary characters.

By the way, just to be silly, I note that the table only specifies non-human Strength limits for male and female characters; a non-human with a non-binary gender could technically have no Strength limit in 1e.
In any case you don't have to use it, there's no mechanic what so ever that breaks the game if you ignore anything gender based.
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dtgreene: Regarding 1e, here are some of my thoughts on it:
You forgot that experience is different for each class/race and not divvied up very well, along with usually a level cap of 10. But it was a first attempt at that particular type of system. A lot of my impressions is they tried to follow more of the real world, as in less magic and things being meaner and harder to heal, and when magic scaled up the abilities did too. True balance took considerably longer to achieve.


I submit to you the 3 part LindyBeige videos. Early D&D was Rubbish, Mid-period D&D wasn't great, and Fourth Edition D&D is terrible.

Not to forget a few more of his things, Combat system failure, The initiative system, , [url=https://www.youtube.com/watch?v=7jxGcsP8Qs8]Roll the dice, Actually just go to his channel, lots of good stuff :)
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dtgreene: Regarding 1e, here are some of my thoughts on it:
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rtcvb32: You forgot that experience is different for each class/race and not divvied up very well, along with usually a level cap of 10. But it was a first attempt at that particular type of system. A lot of my impressions is they tried to follow more of the real world, as in less magic and things being meaner and harder to heal, and when magic scaled up the abilities did too. True balance took considerably longer to achieve.

I submit to you the 3 part LindyBeige videos. Early D&D was Rubbish, Mid-period D&D wasn't great, and Fourth Edition D&D is terrible.

Not to forget a few more of his things, Combat system failure, The initiative system, , [url=https://www.youtube.com/watch?v=7jxGcsP8Qs8]Roll the dice, Actually just go to his channel, lots of good stuff :)
So basically "Everything not new, sucks"?
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rtcvb32: I submit to you the 3 part LindyBeige videos. Early D&D was Rubbish, Mid-period D&D wasn't great, and Fourth Edition D&D is terrible.
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pimpmonkey2382.313: So basically "Everything not new, sucks"?
Did you watch the videos? He gets into quite a good amount of detail about the systems... Not to mention he's naturally hilarious.
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pimpmonkey2382.313: So basically "Everything not new, sucks"?
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rtcvb32: Did you watch the videos? He gets into quite a good amount of detail about the systems... Not to mention he's naturally hilarious.
No, not something I would enjoy watching.
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pimpmonkey2382.313: Disagrees about mana being video gamey...uses final fantasy as an example.
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dtgreene: Except that Final Fantasy (pre-GBA) and Final Fantasy 3 do not use mana systems, but instead handle spell casting just like D&D 3e Sorcerers minus the ability to use higher level MP on lower level spells. In other words, I am not using FF as an example of a mana system.

(It's worth noting that FF8 also had an unusual magic system that isn't a mana pool system; have any tabletop RPGs tried to do something similar?)
I don't know how FF8 did it, but Ars Magica is an example of a tabletop RPG that's particularly noted for its magic system. There are 15 magical skills (5 techniques - creation, destruction, etc - and 10 forms - fire, mind, etc) and you can create more or less any effect you want if you have enough points in the relevant skills (and roll well). For effects you aren't skilled enough to create on the spot, you can also learn or invent specific spells during the time between adventures.

I should also mention that Ars Magica is significantly more narratively-driven than a lot of tabletop RPGs. It explicitly invokes quadratic wizards (arguing that it makes no sense to limit wizards' power for "balance reasons") and then encourages players to play both a caster and a non-caster, switching between them - and a common pool of minor allied NPCs - as appropriate for the story.
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pi4t: I don't know how FF8 did it,
I haven't played FF8, but I have watched videos of it and I actually tried the PC demo of it, but here is how it worked:

To get magic, you first have to Draw it from enemies. Each enemy has a certain set of spells to draw (which can vary with the enemy's level, and the game does have level scaling), and you then get a certain number of casts. For example, you might draw 3 casts of Cure from an enemy, which will allow you to cast Cure 3 times. These casts can be traded between characters. (Note that you can also get magic by refining it from items; some of the cards you can get from the card minigame can be refined to get 100 copies of a certain spell, and Tents (for example) can be refined to give you 10 casts of Curaga. You need the right Guardian Force ability to do that, however.)

You can also junction spells to your stats. For instance, you could junction Cure to your HP, and get more HP as a result. Using up the spells by casting them will cause you to lose the stats gained, though you can re-set your junctions any time you can access the menu in between combats. One common criticism of the magic system is that you can't cast your junctioned spells without hurting your stats. (Another related criticism is that spells are too weak, so they're not worth casting.)

One more thing: In order to do *any* of this, you must acquire a Guardian Force. If you do not get one, the only things you can do in combat are Attack and (if the game is feeling generous and your HP is low) use Limit Breaks.

Of note, my understanding is that this game is not balanced; years ago, a friend of mine mentioned doing 9999 damage (the arbitrary damage cap commonly found in FF games) while still on the first disk. (Of course, she probably found a way to get a high level attack spell and junctioned it to Attack (or is it Strength?).)
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dtgreene: Psionics is enough like spell casting that it can be treated as magic. The way I see it, from a game mechanics standpoint (ignoring flavor), psionics is magic; it's just called something different.

Also, I don't know about 0e, but 1e psionics was a mess, with separate point totals for different things and unclear rules. It is only in 2e that you have a single mana pool that is used for all psionics, which is a much simpler system. (Of course, I wouldn't call it balanced, particularly since the more powerful powers aren't level gated the way the more powerful spells are.)

In 3.5e, the rules actually state that psionics are magic. Dispel Magic, for example, can dispel psionic powers (provided one isn't using the "psionics are different" variant rule).
[...]
Rolemaster, the upgrade to Lord of the Rings from ICE (but copy rights). considered a single system for the supernatural, with different sources: channelling (for divine spells), mentalism (psionics) and wizardry (or something like that, for mages). The spell lists were different but the mechanics was the same. That said, mages and priests and mentalists were not the same in game. It is not just flavor, it is RPing characters that are entirely different (like a barbarian vs a knight, being warriors both of them).

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dtgreene: {quote about mama systems being to video-gamey

Also, from a scaling perspective, a 20th level mage, for example, can cast multiple 9th level spells per day without affecting her ability to cast lower level spells. A mana system where spells of that magnitude (especially game changing ones like Time Stop) cost a lot of MP would make it so that one has to be careful with high-level spells and might not have any energy (MP) left for lower level spells.
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pimpmonkey2382.313: Disagrees about mana being video gamey...uses final fantasy as an example.
Rolemaster used power points that were essentially mana. Only that characters had relatively few of them and had to be used wisely.
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dtgreene: Of note, my understanding is that this game is not balanced; years ago, a friend of mine mentioned doing 9999 damage
The system in Final Fantasy VIII was made for encourage experimentation. If your friend did maximum damage, then power to your friend. That said, it is gamey as hell and probably it would be a nightmare to deal with in pen & paper games.

By the way, why should a single player game be balanced at all?

One day I might want to play a Noldor, next day a hobbit. One day Gengis Khan, next day Belgium.

This article from Rock, Paper, Shotgun praises unbalance in single player strategy games. The same would be said about single player RPG.

Added: Like the article says, different factions (or, I add, builds) ought to be different to add to gameplay. Then, the do not need to be made equally powerful, but different, with different strenghs to use wisely. Unless they are intended for multiplayer. For single player, balancing actually can detract from the player's enjoyment.
Post edited May 07, 2017 by Carradice
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dtgreene: Of note, my understanding is that this game is not balanced; years ago, a friend of mine mentioned doing 9999 damage
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Carradice: The system in Final Fantasy VIII was made for encourage experimentation. If your friend did maximum damage, then power to your friend. That said, it is gamey as hell and probably it would be a nightmare to deal with in pen & paper games.

By the way, why should a single player game be balanced at all?

One day I might want to play a Noldor, next day a hobbit. One day Gengis Khan, next day Belgium.

This article from Rock, Paper, Shotgun praises unbalance in single player strategy games. The same would be said about single player RPG.

Added: Like the article says, different factions (or, I add, builds) ought to be different to add to gameplay. Then, the do not need to be made equally powerful, but different, with different strenghs to use wisely. Unless they are intended for multiplayer. For single player, balancing actually can detract from the player's enjoyment.
Here is the thing:

While the game doesn't need to be perfectly balanced, there needs to be *some* semblance of balance, and it feels that, at that point in time, Square didn't even try. Final Fantasy 6 got somewhat ridiculous with the Ultima spell being so powerful (but at least you had to combine it with Quick to really break the game), but then Final Fantasy 7 introduced the Knights of the Round summon; nobody in their right mind would even think that would be even close to being balanced. Then there's SaGa Frontier, where 2 of the 4 races can't do decent damage later in the game. (It's as if the game were designed with humans in mind, and the extra races were tacked on; SaGa 1 and 2 didn't feel like this.) Also, don't forget Final Fantasy Tactics, which hands you a character who completely breaks the game; you don't even need to go out of your way to get him to join.

It's one thing for factions and builds to be different; it's another thing for the developer to not even care about game balance. If the developer *does* want to make a choice overpowered or underpowered on purpose, the developer should at least warn the player; KotR and Orlandu have no such warning.

Incidentally, Final Fantasy 5's system encourages experimentation without making it too easy to break the game. In fact, for much of the game, the most powerful offensive options available to you require using up items or money, which is enough to discourage most casual players from using them.
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dtgreene: but then Final Fantasy 7 introduced the Knights of the Round summon; nobody in their right mind would even think that would be even close to being balanced.
IIRC Knights of the Round was on an island only accessible by a Black chocobo. Getting said chocobo is only possible in the last third of the game and only after a lot of work.

Poor Sephiroth had to wait months while I raced and bred Chocobo.

At which point I got used my Knights of the Round and went to make a cup of tea.
I still believe D&D Rules cyclopedia is the best edition yet.

On the other hand I still feel D&D is one of the worst rules system out there.
There are loads of system that do the same (or more, or less) better.
So much better.

Anyway: have fun.
Post edited May 08, 2017 by OldOldGamer