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Messages - brianbloom

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1
Novus RPG / Renaming the Rogue?
« on: March 06, 2012, 11:39:20 PM »

For the same reason that the minstrel isn't called the Bard -- because there WILL be magic using variants of those semi adept classes in the future (quite possibly the next issue of LN)




I would personally prefer that the non-magic using wilderness character get the name "ranger" and the eventual magical one get something different (like a "wildsmaster", "explorer", etc).  I guess I never associated "Rangers" with magic...

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Novus RPG / Renaming the Rogue?
« on: March 06, 2012, 01:50:20 AM »
So, I impulsively voted for keeping it as "rogue" before I began to think about it some more.

I also noticed that the game Rift has a "calling" for Rogue (one of 4, the others being Warrior/Cleric/Mage), and under this they have several classes including 'Ranger', 'Assassin', 'Bard', etc.  So by that reasoning, 'Rogue' would work well here in Novus, since you already have 'Archer' as its own fighting-oriented class.

I think the way is made even more clear for the broad Rogue you intend if we actually consider renaming the Fighter instead to be something like "Warrior".  That would let the Rogue expand a bit to fill all the "rough and tumble but scrappy" type characters that might otherise bleed into "Fighters".  That feels like a nice 4-way split between Warriors/Archers/Rogues/Thieves as having the armed spectrum well covered.  That also helps minimize the question of "wait, isn't an Archer a 'fighter'?" since few people would liken "warriors" (strength, valor, physicalness) with "archers" (nimble, lethal at a distance, strike and flee, etc)

If not keeping it as "Rogue" I wonder why we wouldn't just use the name "Ranger" then, especially if you want to keep it as "wilderness" centric as its opening paragraph makes it.

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Novus RPG / Training Package Poll?
« on: January 03, 2012, 08:19:57 PM »
I like the idea, I think.

I feel we could also use something like a "Temple Initiate", to support clerics and paladins.  Gives them lodging and free Faith Healing at their chosen temple in exchange for a certain commitment of service to the temple.

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Novus RPG / Stat Generation Methods Poll
« on: December 31, 2011, 06:52:39 AM »
Recap of dice methods, included on attached chart

(I apologize to anyone who is colorblind.  I experimented with several different chart types and colors, and all of them were rather muddled.  This one was the clearest)

Current Method
two lines on chart, blue with diamonds for 6 non-prime stats, red with squares for 2 prime stats
Average stat (non-prime) = 13.15
Average stat (prime) = 17.15
Most common stat (non-prime) = 15
Most common stat (prime) = 20

2d10, rerolling any 1s and 2s
purple line with circles
Average stat = 13
most common stat = 13

2d10, rerolling stats < 6
peach line with circles
Average stat = 11.8
Most common stat = 11

3d10, dropping lowest die, rerolling stats < 6
Green line with triangles
Average stat = 13.475
Most common stat = 14


[attachment[/attachment]

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Novus RPG / Stat Generation Methods Poll
« on: December 30, 2011, 04:39:12 PM »

Oh, perhaps I wasn't clear the costs for increasing stats would be the same as for the point buy (1 point for 1 point increase up to 15, then 3 points per 1 point increase from 16 to 20), it is the trade in (-1 point to a stat (any stat value gives 1 point for use in increasing other stats)




Okay, I misunderstood.  I thought you were talking a flat 1:1 trade regardless of stat value.  This approach here I can support.  It also gives a person who rolls nothing but a bunch of 12s or13s the chance to bump up and down a few stats, so I think it's a good idea.

Tim, my proposal/request is that before you post a new rolling method poll, to tell me which dice methods you want to include, and I can make a single graph showing how each method's distribution looks, so everyone can get a sense for what numbers they will produce.  That way they can can make a more informed decision.

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Novus RPG / Stat Generation Methods Poll
« on: December 30, 2011, 02:32:53 AM »
I like the premise, but I see abuse where someone drops all their 11s to 10s (no cost or loss) and bumps other stats (or maybe just 1) up to higher values like a 19 (big gain with a +3 bonus). 
I would prefer either a weighted scale like we've been talking about (where premium stats come at a premium) or at least a simple rule like "2 for 1" (you can surrender 2 points in any stats to get 1 in a given one), so that min-maxing has a price to it.

The underlying premise that has me pushing back on this topic comes from having a system with a curve (the 2d10 system roughly approximates one, esp with exploding dice) and the way bonuses make a difference.  A +1 sword helps a little by shifting your curve against the target's curve.  But by and large they mostly line up still.  But a jump to a +2 sword is more than the jump to +1 was, because it shifts the peak of your curve further into the downward slope of the target's curve, exposing an even larger set of numbers where you will succeed.  And a jump to a +3 sword is a even larger jump than the 1->2 was, making a much larger improvement in your odds than the 1->2 jump did, by shifting your curve into that large empty space above the opponents curve.

What does this mean?  It means that it's not linear.  That incremental bonuses higher up are much more valuable than the same increment closer to the baseline/average.  A +4 or +5 bonus is devastating in a curve system far more than it was in something like d20 (where every increment there was just a flat 5% increase in your odds).   That +3 stat bonus you get from a 19-21 here in 2d10 land is much more valuable than three +1 bonuses from a few 13-15 stats.

So I am simply suggesting that we charge more for that premium.

7
Novus RPG / Stat Generation Methods Poll
« on: December 29, 2011, 09:37:23 PM »
So since you have seem interested in the "buff-er" stats, Tim, I rolled up random 10 characters using the 2d10/reroll 1s and 2s method, and have shown them in the attached image.

They are sorted by average stat, so most players will get a character that looks like #4 thru 7, but all of them are certainly possible, and I personally think all would playable, although for #10 I might ask the DM for a reroll.

For each one, I show the avg stat, median stat, how much that character is "worth" via the [corrected] point buy values, and then the net (sum) of their stat bonuses from those stats.

I like that most of the typical characters have a weak stat to deal with.  Everyone else satisfied with numbers like these?

[and my apologies if this technical detour has bored everyone to tears.  I don't think anyone needs to pay this much attention to the math.  But I do think players can sense or will eventually discover when a system is unbalanced.  Plus if we are having 3 different stat creation systems, we should get them to produce comparable characters. So I think it's important to devote this time to get this "right", tuning it to values that should ultimately just feel seamless and invisible.  I hate having my fantasy world jarred out of its magic when some dice mechanics suddenly feel "wrong". ]

[attachment[/attachment]

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Novus RPG / Stat Generation Methods Poll
« on: December 29, 2011, 06:52:54 PM »

Hmm... I like your idea of rolling 2d10 and rerolling any 1s or 2s on the dice. (almost the same thing as saying reroll any results less than 6), could even say:




Almost, but not the same.  Rolling 2d10, and redoing any stat less than 6 still gives the standard 2d10 numbers, peaking at 11, just without anything under 6.  Rolling 2d10, but rerolling 1s and 2s, gives higher numbers (since you are eliminating all the 1+8, 1+9, 1+10, etc) and results in a distribution that peaks at 13.

You'll get "average" characters with redoing stats under 6s, and you'll get "buff" characters with the reroll 1/2s.

The attached image shows both distributions.

Prerolled stat block
For the prerolled stats, I personally would like to see at least one stat that is a handicap.  I mean, the average "tank" fighter almost certainly deserves some lower Int or Wis, similarly the average wizard is probably not muscular and strong.  So I would prefer to see an 8 or 9 included in the "prerolled" numbers.  Yes overall, they represent above average individuals, but to not have any weaknesses below average feels kinda boring to me.  Part of the challenge is for the wizard to figure out how to compensate for being a weakling, or clumsy, or whatever.  Otherwise every player becomes "an army of one" and doesn't really need other players to cover their gaps.



[attachment[/attachment]

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Novus RPG / Stat Generation Methods Poll
« on: December 29, 2011, 02:37:28 AM »

Hmm... it is sounding like 3d10, drop the lowest (rerolling anything below a 6) may be the way to go for a random roll determining stats...

Brian - what did you think of my variation of the point buy method that you suggested?




First of all, I think there might be a small error in the point buy numbers you quoted.  There's only a 2 point jump from 17 (11pts) to 18 (13pts), when I think that should be 3 points according to your description.  But I used your chart as written for the following. I can correct the numbers as needed, but it will mostly just bump up the point counts of the more powerful characters below...


So I just experimented with both the rolling method you suggest, plus the point buy values.  I wrote a dice roller that implements those rolls (3d10, top 2, stat >=6 ) and ran 100 random "characters" through it.  Here are the highest, middle, and lowest lineups for that:

#1) 20    19  18  18  18  11  11  11 (avg: 15.8, and worth 77 points using proposed point buy values)
#50) 20    17  15  14  13  10  10  9 (avg: 13.5, and worth 41 points using proposed point buy values), the typical character
#100)15  15  14  11  10  9   7   6 (avg: 10.9, and worth 7 points using proposed point buy values)

Even that lowest character, the 1% worst case scenario, is still a very playable one with a couple of 15s, and the top one is a monster with 5 stats of 18 or higher, which makes think that we may still be a little "high" in the overall scale.

Two ways to trim it down a bit:
If we do the 4 stats with 3d10 (drop lowest) and 4 stats 3d10 (drop middle, which is effectively a 2d10) we get:
#1) 19   18  18  17  16  13  10  10 (avg: 15.2, and worth 64 points using proposed point buy values)
#50) 20    13  13  13  12  10  9   9  (avg: 12.4, and worth 28 points using proposed point buy values), the typical character
#100) 16    13  12  12  9   9   6   6  (avg: 10.4, and worth 5 points using proposed point buy values)

or perhaps a simpler/more elegant method of 2d10 but rerolling any 1s or 2s (which also ensures a minimum stat of 6):
#1) 19 18  18  18  16  15  10  9 (avg: 15.4, and worth 67 points using proposed point buy values)
#50) 17 15  14  14  13  13  12  9 (avg: 13.4, and worth 31 points using proposed point buy values), the typical character
#100) 16 14  12  10  8   7   7   6 (avg: 10, and worth 2 points using proposed point buy values)

For comparison, the traditional D&D method of 4d6, drop low, gives you:
#1) 18  17  16  15  15  14  14  13 (avg: 15.3, and worth 53 points, although the max stat is 18)
#50) 17   15  13  13  13  11  8   8 (avg: 12.3, and worth 22 points)
#100)12 11  11  10  8   7   7   7 (avg: 9.125, and worth -7 points)

So I will leave these numbers up for everyone's consideration.  I personally have never been the kind of player to desire super-high stats, because any good DM will simply throw super-hard baddies at you.  I like a mix of a few good stats, maybe one exceptional one, and a few flaws.  Forces you to have to defer to other players when something challenges your weaknesses.

I think I myself lean toward the "2d10, reroll 1s/2s" as they keeps the namesake 2d10 mechanic, and everyone is ensured of having 2 d10s, but not always 3...

(disclaimer/footnote:  The above numbers are just sample sets run 100 at a time.  They do not necessarily reflect average probability.  But if you want those, I can compute those too

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Novus RPG / Stat Generation Methods Poll
« on: December 28, 2011, 04:40:34 AM »

The current method generates 6 stats that range from 6 to 15, so the median of that would be about 10-11.




Actually, the median is 13. (An 8 from the dice plus 5 added to it)  It would be 10-11 if all the numbers 1-10 were equally likely, but since you're taking the higher of them, you get a distribution like the attached picture...




The reason for rolling 2 dice and dropping the lowest is that sometimes you can get a bad roll and this allows for some minor adjustment. However, since each die roll is looked at separately, that still means that the median for each die is still going to be 5-6. This means that our median for the Prime Stats is going to be 15-16 on average, with the occasional being higher. -- Just trying to explain my reasoning here...




For the prime stats, the median is 18 (An 8 from the dice plus 10 added to it).  Yes, the median of each die is 5-6 as you describe, but since you're always taking the better, you get a net median of 8. (and an average of 7.15).  When you add 10, the median prime stat jumps to 18.  The chart here shows the "dip" where you can see that 20s will be more common than 16s!

(sorry for geeking out on this, but the entire reason I am interested in this system is that I didn't like the flat distribution of the d20 system.  I did a lot of numerical analysis to examine ways of making it better, and whipping up distribution charts like this was part of that)



[attachment[/attachment]

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Novus RPG / Stat Generation Methods Poll
« on: December 28, 2011, 02:12:27 AM »
I like choice, and I think a point buy and a random roll method are the best two options to offer... 
however..
I have problems with the implementation of both of them as currently written.

Rolling
I love to roll dice for making characters and would love this to be an option for all players (with GM's approval). The current 2d10, keep-higher-and-add-5/10 roll method isn't a bell curve, but instead a ramp that favors a lot of 13,14,15s (for the stats you are adding 5 to).  You are more likely to get higher numbers than lower ones (the median is 13, in fact).  And for the +10 option, you are more likely to have a 17 than a 16!  16s end up being a small "trough" in the distribution.  In order to keep it as a bell curve, we might want to look at either doing:


  • 2d10, added together, then perhaps giving a small pool of extra points to bump up a few stats
  • 3d10, drop lowest (sorta like the old 4d6 drop lowest), which gives a similar average of 13.5 as the existing "ramp" method, but with a bell curve instead.
Perhaps a compromise would be 4 stats of 2d10 and 4 stats of 3d10 (drop lowest).  That would give you a few average stats and a few exceptional ones (I kinda like this since we're already willing to have 6 stats with +5 and 2 with +10, we already have a precedent for splitting the method among the various stats).  This would give you an overall average of 12.24, which sounds about right for an adventurer, but still a shot at a couple impressive numbers for your key stats.

Point buy
I like point buys, but I also like them to have a premium for buying really high stats.  For example, in a certain popular RPG, point buy stats of 8-14 cost 1 point per stat point.  A 15 or 16 cost 2 points each, while raising to a 17 or 18 cost 3 points each (and that scale was capped at 18).  That way, if you wanted that really juicy high number, it came with a price.  I'd like to see something like that here.  It keeps exceptional scores as "exceptional".  So, yes, please sanction a point buy as a character gen method, but let's calibrate it a little.

One way we could do so, that fits pretty closely to the current "Stat bonuses"  table, would be for all stats to start at a 6 (in keeping with your desire for that to be the min), all stats 7-15 costs 1 point each, each step from 16-18 costs 2 points, and 19 or 20 costs 3 points each.  A player would get 60 points to allocate among their stats.  (The pregenerated stats amount to 61 points by this system, so you could almost make that same lineup with this)  You could also buy up to some pretty high values, but you'd have to balance those with some average or lower ones.  (I personally think it's fun to role play having at least one low stat in the mix).

For those who like a visual depiction, here it is in chart form:

















StatPoint cost
60
71
82
93
104
115
126
137
148
159
1611
1713
1815
1918
2021

[/list]

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Novus RPG / Starting Money
« on: October 07, 2011, 08:26:46 PM »
I've personally never considered this very important, and have almost overridden the defaults as a DM anyway.

Usually, I am proposing a campaign, and saying what the allowable races are, suggesting some background stories, and outlining what gear the character should have to reasonably fit into the story.  I might have them roll to see how much pocket change they have, but I've usually trusted my players to come up with appropriate possessions (after laying the ground rules for the setting).

So this is a long winded way of saying you can pick anything you want as far as I'm concerned because it's gonna get changed in my games anyway.

13
Novus RPG / Archery Question
« on: October 05, 2011, 05:37:19 PM »
I support the idea and favor the wording of applying to any one ranged weapon, not any ranged weapon.  Being good at a bow doesn't make you a slingmaster.

14
Novus RPG / Declaring/Resolving Actions
« on: October 05, 2011, 05:43:52 PM »
I prefer realism and the cinematic qualities of players sometimes undermining one another's actions.  So even for our d20 games, we kept declare and resolve separate (and in fact you had to jot your action down before declaring it) - that was to keep people later in the initiative (the slow ones, in fact) from having extra choices and changing their actions based on ones that occurred before them.

So in my opinion, combining the declare and resolve steps makes that problem worse, and I would much rather they be distinct as the main rule.

15
Novus RPG / Action Declaration/Resolution Question
« on: April 05, 2011, 05:51:50 PM »
Back when I played D&D, our group did the following, and liked the way it worked/realism.

Before each round of combat, all players jotted down a short note about their action for that round.  It could be dependent on other people's actions who acted before you. (Like, "if the wizard starts to cast a spell, I move to block him"). We allotted only a minute or so for this.  Then we played out the actions from highest initiative to lowest.

You had the ability to abort an action and just take a partial/standard action (as opposed to any full round actions) if something unexpected in the situation changed.  Thus if the orc fled the room [before your action because he had higher initiative], you didn't have to waste your fireball spell, but you also couldn't take an arbitrary full action instead (we assumed you started your original action, but changed partway through, thus costing you a part of the time slice).

We liked the system overall - This kept players for maximizing/overcoordinating, it still allowed for players to be surprised by their comrades actions in the heat of the battle (which we felt was necessary and real), and still accommodated some flexibility in changing things at last minute.  And you didn't have to fully write down your action - we trusted our players just to put a few words describing the action, and have the integrity to stick to even a bad planned action.

Haven't playtested Novus yet...

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