09-10-2018, 02:25 PM | #201 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Experience Points
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TFT might be "unrealistic"* in that it gives some incentives to not wear armor, but it's more faithful to the genre in my opinion. Without the DX penalties, *everyone* would wear the heaviest armor they could, ala D&D. *Or not, since Steve stated that Melee reflects his own experience in the SCA. |
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09-10-2018, 02:33 PM | #202 | |
Join Date: May 2015
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Re: Experience Points
Quote:
I expect if you lowered or removed the DX penalty for armor in TFT, but kept the encumbrance and MA effects (and possibly added a minor bonus to be hit), that the balance and behavior would not be nearly as upset as you expect (except maybe more people would wear cloth and leather than go au naturale). |
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09-10-2018, 02:38 PM | #203 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Experience Points
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Interesting idea to allow opponents a "to hit" bonus, though. |
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09-10-2018, 06:44 PM | #204 |
Join Date: May 2015
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Re: Experience Points
MA is decisive in situations where you need to catch enemies who are smart enough to run when outmatched, or who use tactics that deny engagement using MA, or where you're smart enough to do the same, or need to flee someone. It's possible to not realize that, though.
The reduction do dodging & retreating is nicely baked in to GURPS 4e. It also works well in the combat system used by Illwinter's Dominions series of computer games, which is great & accidentally somewhat TFT-like, but instead of DX figures have Attack & Defense scores. Armor tends not to affect your Attack but does reduce your Defense (ability to not get hit), while adding Protection like armor does in TFT. It's interesting because usually it's better overall to have more Protection, except against attacks which do so much damage that you really want to not be hit at all (especially telling when fighting giants, for example). |
09-20-2018, 02:38 PM | #205 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Experience Points
I have a suggestion with two goals: Keep early starters from just dominating forever and also keep all the characters from simply converging to a single model.
Make the cost to advance any attribute point or talent level to be 100 + 50 XPs for each attribute point (but not talent) that you've advanced before. This makes it a lot more cost effective for early character development to "discover" hidden talents (at a potential survival risk of having low attributes) while more developed characters will stay in their own lanes.
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-HJC |
09-20-2018, 02:56 PM | #206 | |
Join Date: May 2015
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Re: Experience Points
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Last I heard, Steve had a much steeper scale in mind after the first extra point. So, probably yes, and then some. |
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09-20-2018, 07:49 PM | #207 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Experience Points
Quote:
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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09-20-2018, 10:54 PM | #208 |
Join Date: May 2015
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Re: Experience Points
Yeah, that's my best guess too. If you were running an arena campaign just using Melee, I can see that being a more gratifying experience rate to use...
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09-21-2018, 08:24 AM | #209 |
Join Date: Dec 2017
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Re: Experience Points
I would say it is fair, and perhaps even necessary, to have faster advancement rules in Melee/Wizard, because these are intended to be relatively balanced competitive games, and the odds are going to catch up to you pretty quickly if you are fighting genuinely balanced fights to the death, whereas roleplaying situations usually provide ample opportunities to avoid or flee fights that are not going your way (plus they provide mechanisms for gaining experience points other than Mortal Kombat).
The tricky question is how you should merge the two systems when a character goes back and forth between these situations. |
09-21-2018, 08:49 AM | #210 | |
Join Date: Dec 2017
Location: behind you
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Re: Experience Points
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However, basic Melee and Wizard can have different rules for granting XP...and at different rates. |
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