05-17-2018, 02:19 AM | #11 |
Join Date: May 2015
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Re: Skarg's Experience Point house rule
Thanks Rick. Yes you could just use IQ-4 or something for wizards, and it'd be about the same. We were really interested in the fighters more than the wizards because it was clear that wizards were another kettle of fish and we'd have little hope of making a simple system with real accuracy for them. Also, we were interested in the system making sense in a vaguely simulationist sort of way, and so while a powerful wizard is certainly a massive threat, a warrior might not really stand to learn that much that would improve their fighting abilities by killing a wizard. From that point of view, the threat value of a wizard might be considered irrelevant for EP purposes unless they do things to you that you can learn from, and summons and illusions already count as fighters.
On speed, it got to be fast for us, and we realized TV was always an estimate so these were guidelines that help a GM learn a consistent way to assign EP value, rather than a task that the GM needed to be meticulously consistent about. In practice it's just ST + adjDX + (armor x 2) plus nudges for anything else that's relevant. I think it does a good job of being essentially the ITL EP system but with logical corrections, and being simple enough for us. We liked it. I don't think it's perfect or an entirely accurate measurement of a character's threat value. I could think of ways to make more accurate ratings, but it might be tricky to make it as simple or as similar to the existing system. I think an equally valid solution would also be to use GM discretion instead... but I think I'd want some sort of a system to have consistent guidelines for what those awards should be. JK, thanks for the reply - I haven't the time or awakeness to respond in detail tonight but I mean to get to it soon. |
05-17-2018, 02:54 PM | #12 | |||||||
Join Date: May 2015
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Re: Skarg's Experience Point house rule
Sure. :-)
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I still think what we came up with was a really good system that addresses the main problem we saw with EP rewards, and is simple (though probably a pain for GMs who don't like doing subtraction during play) and based on the ITL EP system. If I were to design my own ideal system for my own use now, or wanted to emphasize accuracy of the actual combat value of a fighter character, however, I think I would actually do it at least somewhat differently, as I don't care so much now about trying to match the ITL EP system. For example, I'd probably use a computer to do some analysis. Quote:
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I think it might be useful to say what you want your EP amounts to represent. The system I listed had two things in mind: 1) The threat level of the opponent - objectively how hard it is to defeat that opponent as the character is actually encountered in play. 2) How much can the victor be expected to have learned / developed from facing and defeating that opponent as the character is actually encountered in play. Also, the system I mentioned is a "patch" on the existing system. We were acutely aware of a major malfuction in the published system, and devised a system that addresses that while being a relatively simple modification to the existing system that does not question the baseline that attribute totals approximate the EP value of defeating someone. Having thought lots more about character improvement from experience in RPGs in last 33 years, I now actually have different ideas about what I'd ideally want, though I still think that system is rather good at what it does (i.e. simply patch the problem with weaker foes giving far more EP than their threat, compared to stronger foes.) Ideally, what I'd really want (which is very different from the system I posted) is instead, 3) How much a character should learn and develop their own abilities from the fighting they do in play against the opponents they face, whether they beat them or not. (That's a harder problem which I've also worked on, but don't have a ready tested solution for for TFT.) It sounds like you have may some different ideas about what you'd think the amount of EP given should represent. I'd be very interested to hear what you think you'd (ideally, or practically) like the amount of EP for a fight to represent. Quote:
I suggest that combat talents and the memory points put into them themselves are actually worth nothing - what's worth something is the effects they have in terms of things that determine what happens in combat; DX adjustments, inflicting or stopping more damage, etc. Quote:
Fighting someone with -4 DX due to a Clumsiness spell is the same as fighting someone with -4 DX due to using a weapon they lack the talent for (with some error for DX uses that don't involve that weapon). Maybe a better example is: fighting someone with DX 13 in cloth armor with a Stone Flesh spell on him (armor 5, -1 DX for adj DX 12) is effectively the same situation & difficulty (except for MA and encumbrance level) as fighting someone with DX 18 wearing plate armor without a spell (armor 5, adj DX 12). |
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05-18-2018, 12:12 AM | #13 |
Join Date: Nov 2010
Location: Arizona
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Re: Skarg's Experience Point house rule
Skarg; I'm really liking this system. So even if Rick refuses to say it, I will:
You Rock! I like the speed of calculation, the relationship that it reflects between cannon-fodder and heroes, and the fact that you retain flexibility by letting the GM hand-wave some of the info in order to generate the proper "feel" to the difficulty of the combat. Well done, sir. Do you have any examples of calculating the TV for creatures (including things like Dragons)? |
05-18-2018, 12:34 AM | #14 | ||||||||
Banned
Join Date: Mar 2018
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Re: Skarg's Experience Point house rule
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It comes down to a distinct differences in the approach and the goal of Restoration vs. Renovation vs Replacement. I am married to the philosophy of a "Restorative Renovation" approach for TFT first and foremost; and Replacement as an absolute "last-ditch, heroic-measures" solution - once all other schemes have been examined and exhausted. SKARG, I feel we are both wanting to head to the same general destination on this one, but the end-condition we find ourselves in, when we do get there, is something were we do not appear to be on the same page. So what are we going to do about that? Quote:
I hold this opinion because: 1) if two identical brother are going to have a fight, but the 2nd Brother has all manner of martial and psychological knowledge in his head - even if he can't use most of those talents and knowledge in a specific melee - I feel he should still "get minimum credit" for his enhanced knowledge and background in making him the greater threat of the two; hence my reasoning for awarding the base talent cost to the Combat EP Award calculation. Also, 2) if both brothers, now being Wizards, are fighting with identical staves, and they both possess: Staff, yet the 2nd brother has also studied: 3-Sectional Staff (a peculiar Chinese weapon), and Pole-Weapons, he has more combat knowledge over brother number one, and therefore posses the greater intrinsic threat - by my reasoning. Where am I off-base here? Quote:
Although we both agree on the end goal, as far as all the things I think the Combat EP Award should include, I cannot give you an absolute answer at this time, as I feel we have only scratch the surface. So, I can only answer based on the work we have done so far, and that would be summarized as:
Ideally, in the end, I would like to see a 45 point ST15 DX15 IQ15 French Pastry Chef, No Longer Be Worth The Exact Same EP Award. if he is killed by a ST-15 DX-15 IQ-15 Samurai Blade Master, even if he is only armed with a rusty apple-coring knife. and more if he uses his Katana; and visa-versa. That is where I am at this point of development in our discussion. If we could agree on the subject of Combat Talents being valued at their base cost, as a means to gauge the overall value of a fighter and his combat knowledge overall, we could move forward to assigning specific values for weapons actually used in Melee. Quote:
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Are we any closer to agreeing that combat talents - used or unused - represents enhanced combat knowledge and creates more threatening figthers? JK Last edited by Jim Kane; 05-18-2018 at 01:36 AM. Reason: Typo |
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05-18-2018, 06:24 PM | #15 | |||
Join Date: May 2015
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Re: Skarg's Experience Point house rule
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It seems to me that the system I posted at the top (which I still quite like and is what I'd choose to use for TFT unless/until I invent something else) is very much a "restoration" effort. It's basically just some adjustments on top of the ITL EP system. I'm willing to agree to talk about what sort of EP system you want to work on, as long as we can define what what that is, and I can relate to it enough to be interesting to me.[/quote] Quote:
By "scope", I mean that when I think of various RPG character improvement systems, one could break them down by the precision of the character actions that result in improvements or points towards improvement. You were calling it Actual versus Potential, but I'm thinking it's also perhaps a bit like the scale ranging from systems where EP/improvement is awarded for individual acts (mostly what TFT does, I would say) to systems where awards are for certain challenges/opponents overcome or rewards attained, on up to systems with even broader scope for assessing rewards, such as per session/adventure/quest/milestone, or just per GM gut feeling. Looking at ITL (page 10) Experience Points rules, we see experience is "do[ing] something "well"" and for actions, each point of damage done in combat, killing foes, using fatigue casting spells under pressure, making 4-die or harder saving rolls against danger or when putting talents "to good use" ... So far, all of those are for specific actions so small/narrow in scope, and what you called Actual. Then there's also time spent in play (which we very rarely used because it seemed OOC and could instead fall under GM discretion) and GM Discretion. I'm curious whether you'd agree, but it seems to me that what you're talking about with giving more EP for beating someone with more Potential threat, is what I'd call a higher-scope perspective. Meaning that the award isn't assessed based on what you actually did under what actual conditions (as I would say most/all of the TFT awards are aimed at, even if they're so simple they're often not very proportional to danger), such as a few rounds of actual combat, but rather, you'd like a system that awards EP based on the larger-scale conflict, such as the heroes come into the domain of some foes, and anything could happen, including who notices whom first, what they all do between fights, and so on. If that's what you mean, then I might be more inclined to agree with the idea that a wide range of combat talents might be thought to all be relevant to the difficulty of defeating someone. Because you're talking about the difficulty of defeating an opponent who lives a day away, and the whole adventure of being in the same world as that foe and all the circumstances that lead up to you defeating them or not. With that broader scope, sure in a sense the foe is more dangerous if they have multiple weapon skills, because you might in theory be more likely to meet them in situations where there is a weapon they know how to use nearby. But I'm afraid I'm still going to complain about just adding up memory points, because when you do face someone, they generally can only use one weapon at a time against you, and the majority of the thousands and thousands of TFT fighters I've seen die in play, only made use of one or two weapons, and it seems to me that the value of redundant weapon talents in play is just almost always far less than +1 attribute, or having a talent that does tend to end up affecting something during play. So even if we agree the Potential added danger of a foe with extra weapon talents is non-zero and relevant to the scope of the EP system even when unused, I don't think the actual value I would assign to having more than one weapon talent would even amount to +1 in most cases. Quote:
(For example, I might say that there is the experience of being in deadly combat, and the experience of fighting someone trying to kill you using various strength, abilities, and equipment, and the more formidable that is, the more you learn what it is like to fight someone at that level and what you can do about it and details of techniques they use and so on. It trains your muscle memory, reflexes/reactions, and how you do what you do when you fight, and the more capable the opponent relative to your own ability, the more you're liable to learn and improve if you survive.) I'm interested in how you'd answer that, if materially different from what I wrote? |
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05-18-2018, 06:43 PM | #16 | |
Join Date: May 2015
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Re: Skarg's Experience Point house rule
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I don't have any already-made-up monster examples, but I remember a few things about doing it, so I'll post some examples later when I have more time. |
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05-18-2018, 09:40 PM | #17 |
Join Date: Nov 2010
Location: Arizona
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Re: Skarg's Experience Point house rule
Thanks! I'm interested in seeing how it holds up when confronted with things like innate powers that some creatures have. For instance; how does a Basilisk's ability to "freeze" someone stack up against the magic spell, given that the Basilisk can use it automatically at no ST cost? ;-)
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05-18-2018, 09:58 PM | #18 |
Join Date: Feb 2018
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Re: Skarg's Experience Point house rule
This discussion is interesting in that it seems our group is a *little* less "accurate", in general, when it comes to dishing out EP.
We don't like to slow play with too many gonculations so the GM awards EP, usually on the fly, with guesstimates, such as "that's 9 points for the damage" or "5 points for seeing that hidden door" or "everyone did something to kill that dragon so divide up 40 points amongst yourselves" or "critical miss on that spell to freeze the other wizard, -10 points" etc. If a player wants to make a good case for some EP, they can do so later, sometimes the GM is busy keeping the game moving along. And the problem with the "final" blow that takes someone out always starts arguments if someone spent turns whittling down the giant, and some EP vulture swoops in to take out the last point for the DX EP. So the GM when we play has the final say on EP, in general, that isn't always super accurate calculations strictly by the rules. |
05-19-2018, 12:11 AM | #19 |
Join Date: Nov 2010
Location: Arizona
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Re: Skarg's Experience Point house rule
Hmm, that's strange...we never passed out XP until everyone was back safe in their staging base (whatever that was). In rare cases, if the camping location was "safe" enough that they didn't have to still be on edge all the time, we might pass them out then, but those were pretty rare cases.
I guess generally we "assumed" that if you were still on alert, you didn't have the leisure to "internalize" the lessons learned during the adventure; so you couldn't get XP until you were someplace where you could think hard and absorb the lessons from your adventures without distraction. So the GM mostly just made notes on what was killed, by whom, and any special circumstances or XP-worthy events, and then we hashed it out in the safe house. Oddly enough, I don't think it was because D&D did it that way, but because most of us had some military experience and were used to the "hot wash" ("After Action", or "Lessons Learned") meetings that happen after every exercise or combat operation, where you study what happened and how you could do it better next time. For example, after DESERT STORM, there was almost a year's worth of "hot washes" where everyone, Army, Air Force, Navy, and Marines tried to capture what went right, what didn't go the way it was planned, and how to make sure we "institutionalized" the lessons learned from the war. It led to a lot of changes in the way we did business the next time around. You don't do that in the middle of the exercise or combat operation, because no one has time to think about it then; you go with what you know and how you trained, and then fix the errors, and praise the successes later. |
05-19-2018, 12:43 AM | #20 | |
Join Date: May 2015
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Re: Skarg's Experience Point house rule
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I ran some sample monsters through the formula. The first thing is there is often an adjustment to make for the ST. Half the difference between the ST and the equivalent ST a human would need to do that damage with a weapon, so for example an unarmed full Demon does 4d damage, which is about 2 higher than a Greatsword, so 18, and its ST is 100, so add them and take half, for 59. Otherwise, the animals are fairly straightforward, though usually they're much tougher to fight if they get you in HTH (one way to weigh that would be to note it reduces a human's TV (but not most beasts) when they fight with bare hands or a dagger). Wolf 26 Dire Wolf (with 1 armor from fur) 28 Black Bear 31 Grizzly 37 Multi-hex creatures deserve an advantage if they use their size to avoid engagement, move onto foes to knock them over and trample them as described in Advanced Melee. I gave +1 to 2-6 hex creatures for this, +2 to 7-hex or larger creatures. Lion 34 Tiger 35.5 Elephant 51.5 The giant scorpion is interesting because of its special attacks. The pincer does damage like ST 9, but it causes immobilization, -4 DX, and possibly wasted turns trying to escape. I figured that was worth about ST 9 but with a +4 for the DX effect. The sting only works after holding a victim, and does 1 damage plus 2d, but only if the victim fails 4d vs ST... AND the sting is useless against someone with armor 3 or better, so that too is about like ST 13 but only if not voided by armor or ST. This is a great example of how a monster might warrant two TVs, or just simply a very low TV for someone with armor 3 or better. Giant Scorpion 33.5, or a LOT less if you have armor 3+. Though Lesser Demons do 2d unarmed, they can use any weapon, so assuming they do, I gave them weapon-ST 16. I also gave Demons a +5 for their teleport ability, which may actually be worth more depending on how they use it. Lesser Demon 57 Demon 87 A ST 30 giant doing 3d+3 damage with DX 10 and no armor came to 35. Dragons are a little tricky to rate. They can do claw, breath and tail attacks (and trampling) all in one turn. Normally with multiple attacks I rate the weapon ST as half the difference between the better damage and the total damage if both hit someone unarmored (since a target's armor will count against both attacks, and one may miss so its value is somewhere between the value of just having the better attack, and doing full damage with both. However dragon breath is greatly handicapped by the -1 DX per hex range from the head, and of course the rather high ST cost of using it at all, so I used weapon ST for damage half-way between claw damage and breath damage. I gave dragons +1 for their tail attack, +1 for flying & high flying MA, +1 for the various advantages of their high ST, and their size bonus. 4-hex Dragon 44.5 7-hex Dragon 66.5 14-hex Dragon 90 |
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