Avatar of Genbor
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    1. Genbor 7 yrs ago

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@Traps

I think the dice rolls are a fun aspect but not necessary at all. Go with whatever you think would be the best for the Story and the Overall experience.


Sure, I'm up for a discord chat.
Alright good to know. This answers all of my questions and more so thank you. I've been working on a character, but now I can finalize it.
@Traps

I'm personally fine with these mechanics. I think they'll be quite fun actually.
@Slav

Well, if it is a general MMORPG type of leveling system then you are probably right, but maybe it's a little bit different.

I've played games which took an interesting spin on the whole leveling. Some examples:

There was a game which I played where you could unlock perk slots with your levels, with which you could tailor the way you wanted to play as they offered slight bonuses compared to people who didn't have them unlocked.

There is a game where combat level and actual combat prowess are two separate entities, as combat was locked to Skills instead of your Overarching level that would increase through a combination of your combat skills. This way there can be some low level players with high combat capabilities, who usually focus on one or two combat skills to keep their levels low but their effectiveness is higher than it should be, and these are called Pures.

Then there was a leveling system where you achieved levels not by gaining experience, but completing achievements, so your actual level reflected your skill as a player more than the time you spent grinding.

There are even games which restrict your level in a zone, so you are regressed back to that level range but with added bonuses that you've unlocked and vice versa, where you may not have been a max level but it can boost you up to that so you can play with others.

So there are multiple ways leveling can be done, in ways that doesn't necessary restrict access to content. This world probably has a generic type of leveling system, but I'd like to know my options, is all.
I am contemplating on having a character who has not reached max yet, somewhat higher than the mid tier, but if he'd be incredibly disadvantaged by it to the point that he'd be cut off from the "main party" activities -- if indeed there is such a thing -- due to his lower level then I might reconsider.
Any chance we could know more about the game's mechanics and lore to help with planning out our characters? Also, what level was the max, in what level range can we start off, do levels have a huge impact on combat effectiveness? Or is it more of a guideline with some minor perks unlocked that give an edge over lower levels, but ultimately player skill decides the outcome? This kind of stuff.
@Traps

I've heard of the FUDGE/FATE system, but mostly by name. It did sound more like a way to bring in random elements into a story with less dice rolls required though, so it could be interesting.
@Sierra

What you described in the Arbitrary section is more of an MMORPG than a tabletop style. MMORPGs tend to gravitate to numerical values for comparisons, so that X can never beat Y no matter how creative if their stats are vastly different. On the other hand, a tabletop like D&D let's say, has a different balancing, it offers a set of game mechanics with which it sets the logic of the world, and allows the players and the GM to be on the same page as to how things work. Ultimately, it's the GM (and the dice rolls) who decides the outcomes of each different scenarios. It is more limiting in a sense than what you described in your Nuanced section, but it sets a logical limit in my opinion: a farmhand fresh out of the fields has no chance to beat a dragon with a sword (Low level player vs High level monster), but a skilled veteran can contest it, although not alone unless they are incredibly overpowered compared to the setting.

In a D&D type of tabletop game, the storytelling and RP is collaborative, and in my experience that really helps flesh things out, while the game mechanics are there to supplement the storytelling and not limit it. No one (at least not of a sane mind) will intentionally miss with an attack or fall into a pit they didn't want to fall, and the game mechanics allow for such antics to happen, but it also allows for unexpectedly epic moments to come into the limelight, like a makeshift plan working way better than it should be.

For example, a lone bard going in to a house full of hostiles, where he would likely die after his first round of combat, but instead turns the whole situation to his advantage with clever thinking and lucky dice rolls, eventually having a showdown against the boss of the scenario on the rooftop whom he has next to no chance of beating alone, but he pushes him down from the roof with a Bigby's hand, sets the house on fire and Dimension doors out of the place. All this accomplished even though he went there just to provide some distraction so that the main party could do their thing.

Of course this obviously also relies on the players and the GMs, so each experience might be different, I'm just trying to point out that it is not as binary as you would make it seem, just because there are mechanics to follow. But I do agree with you, and I think I mentioned this earlier, that a simple numerical growth and comparison would be very limiting and boring.

PS: Just to nitpick here, arbitrary means that it is not following a clear defined system, instead opting to go for personal whims, so if it is clearly defined and makes comparisons and balancing very easy, it -- by it's definition -- cannot be arbitrary. How the rule-set was established can be arbitrary, but it cannot be applied if you are talking about the system. I'm just poking you, sorry. :P
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