
Gnome "...who said anything about kickbacks?" Boy
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I don't see that as an issue. The point is that different spell rolls will give different effects. That two *could* be identically low doesn't mean that their averages will be the same.Stainless wrote:May I refer you to Oedipussy Rex's comment on the MM example, over on the Dragonsfoot forums;
http://www.dragonsfoot.org/forums/viewt ... 20&t=48460
I think he has a good point. Perhaps it's just a matter of raising the minimum results as the magic roll improves. Thus, in his example, the result of 14 gives 1 missile for 1d4 damage whereas the result of 32 give, say, 2d5 missiles for 3d4 damage each. I understand that's not a complete fix because multiple dice will give a bell curve, but it does cover increasing minimum results.
If nothing else, this could be a great outline of spell designJRR wrote:Why not?
Something like:
Natural 1: Spell takes effect on random creature or area.
1-11: Lost. Failure.
12-13: Spell Does minimum possible damage.
14-17: Spell has standard effect.
18-19: Increase damage dice by one step.
20-23: Increase aoe or targets affected by 50%
24-27: Increase range by 50%.
28-29: Increase damage dice by one step.
30-31: Increase aoe or targets affected by 50%
32+: Spell has maximum possible effect.
Each step is cumulative.
Something to consider, a great deal of D&D's spells are merely advanced versions of themselves. DCC's spell system doesn't require this. I think the game can cover all the major D&D spells but on far fewer "spell lists".JRR wrote:
Yeah, Mr Goodman's original table has a lot more flavor, I don't deny that. But pair that with say, 10 spells per level x 9 spell levels, and the spell section of the core book will be HUGE. Besides, I'm sure GG can come up with tables a hell of a lot better than the crib notes I posted. I was just making an example. I just want to see spell casting simple, fast, and fun. I'm afraid spellcasting will be an exercise in consulting the book of armaments if every spell has a table like the mm one.
How about a deck of spell cards? Maybe they could each be roughly the size of a 3x5" notecard with spell notes on one side and the "effects" chart on the other.mntnjeff wrote:I've mentioned this previously, but this is another excellent candidate for a supplemental pdf that's available on the goodman site to all those who've purchased the rules. This might include tables for spells, what have you. Anything that might fit into a DMG screen would be something I'd look to purchase. Or any type of "look up" that a player might take during the course of play.goodmangames wrote:We’ve got it formatted such that spellcasting is “flip-free.” In play I pass out the “spell pages” to the wizard for his spells – each spell is on one 8.5x11 page, and the wizard PCs usually have 4-6 of these depending on level. It’s easy to reference. In the final printed book the spell tables will be formatted so they’re easy to find (and “permission granted to photocopy for personal use, etc.”).
I happen to like JRR's table.JRR wrote:Yeah, Mr Goodman's original table has a lot more flavor, I don't deny that. But pair that with say, 10 spells per level x 9 spell levels, and the spell section of the core book will be HUGE. Besides, I'm sure GG can come up with tables a hell of a lot better than the crib notes I posted. I was just making an example. I just want to see spell casting simple, fast, and fun. I'm afraid spellcasting will be an exercise in consulting the book of armaments if every spell has a table like the mm one.
I made a short post there. It's funny that folks have such a strong opinion for a game they have never even seen. Don't they realize that more than half of the posts here are made by folks who haven't even seen the playtest rules? How do they know if they like it or hate it? We don't even know and we live here.Stainless wrote:Another discussion of this thread on another forum;
http://www.therpgsite.com/showthread.ph ... post445473
I think, as one would expect, there's going to be a lot of criticism based on very incomplete and draft rules. Can't wait for the playtest document to be released.
Keep in mind theRPGsite, run by RPGPundit is a haven for people banned from other forums and its policy is to allow swearing, invective, etc. There's some great people there, some great stuff posted, but also a lot of rant that many other forums would not allow. Thus, strong opinion and hyperbole is part of that forum's culture.finarvyn wrote:It's funny that folks have such a strong opinion for a game they have never even seen.
Agreed. It's a bit of a bizarre site in that regard, and often a visit there is a real experience.Stainless wrote:Keep in mind theRPGsite, run by RPGPundit is a haven for people banned from other forums and its policy is to allow swearing, invective, etc. There's some great people there, some great stuff posted, but also a lot of rant that many other forums would not allow. Thus, strong opinion and hyperbole is part of that forum's culture.
finarvyn wrote:Agreed. It's a bit of a bizarre site in that regard, and often a visit there is a real experience.Stainless wrote:Keep in mind theRPGsite, run by RPGPundit is a haven for people banned from other forums and its policy is to allow swearing, invective, etc. There's some great people there, some great stuff posted, but also a lot of rant that many other forums would not allow. Thus, strong opinion and hyperbole is part of that forum's culture.
I would also purchase such a product, especially if it had two copies. There could even be one for arcane spells and one for divine spells.finarvyn wrote:How about a deck of spell cards? Maybe they could each be roughly the size of a 3x5" notecard with spell notes on one side and the "effects" chart on the other.mntnjeff wrote:I've mentioned this previously, but this is another excellent candidate for a supplemental pdf that's available on the goodman site to all those who've purchased the rules. This might include tables for spells, what have you. Anything that might fit into a DMG screen would be something I'd look to purchase. Or any type of "look up" that a player might take during the course of play.goodmangames wrote:We’ve got it formatted such that spellcasting is “flip-free.” In play I pass out the “spell pages” to the wizard for his spells – each spell is on one 8.5x11 page, and the wizard PCs usually have 4-6 of these depending on level. It’s easy to reference. In the final printed book the spell tables will be formatted so they’re easy to find (and “permission granted to photocopy for personal use, etc.”).
Each deck could have two copies of each spell -- one for the GM and one for the players.
I'd buy a deck if it would keep the rulebook size small!
<borg>finarvyn wrote:Agreed. It's a bit of a bizarre site in that regard, and often a visit there is a real experience.Stainless wrote:Keep in mind theRPGsite, run by RPGPundit is a haven for people banned from other forums and its policy is to allow swearing, invective, etc. There's some great people there, some great stuff posted, but also a lot of rant that many other forums would not allow. Thus, strong opinion and hyperbole is part of that forum's culture.
I just find it amusing that so many folks rush to judgement about new RPGs without really knowing the real story. Not just for DCC, but for lots of other games as well. Folks hear a partial story, fill in the gaps themselves, and decide they don't like it. Heck, we're still months away from a public playtest of DCC and double that before the estimated release date. So much can change between now and then, although their opinions probably won't.
Just an observation.
I'm glad you said it and not me. Especially since I hang out there sometimes!fireinthedust wrote:So theRPGsite is the Mos Eisley space port of forums? "you will never find a more wretched hive of scum and villainy"
I wonder what the thoughts are on that?Right. Good to know that level 10 casters rule the world. Seriously, that jump in power once they hit the possibility of an ability check of 30 is huge. It turns a combat spell into a utility assassination spell the wizard doesn't have to leave his tower to cast. And because he doesn't have to leave his tower, he can keep casting and scrying until he gets it right. Therefore just one caster of level 10 means that no one dares let themself be scryed on or give up a lock of hair or toenail clippings or they could easily end up dead, whatever precautions they took; the things are even shield piercing.
That and Joseph Goodman's claim that greater variability inhibits min-maxing are two things putting me right off.
Well, Level 10 appears to be the upper limits of character progression so those characters could/should be pretty impressive in ability. And it fits in the genre to not want to be scryed & to not be willing to give up hair, nails, true names, etc. Finally, I've spent over a decade dealing with games that deeply try to be "balanced" and are not. So, I'd rather them emulate the genre in interesting/fun ways. As a postscript I'll point out that we haven't seen the rules yet, so perhaps assuming the game is poorly designed is incredibly presumptive.Machpants wrote:Interesting point from ENW: http://www.enworld.org/forum/general-rp ... ost5494512
I wonder what the thoughts are on that?Right. Good to know that level 10 casters rule the world. Seriously, that jump in power once they hit the possibility of an ability check of 30 is huge. It turns a combat spell into a utility assassination spell the wizard doesn't have to leave his tower to cast. And because he doesn't have to leave his tower, he can keep casting and scrying until he gets it right. Therefore just one caster of level 10 means that no one dares let themself be scryed on or give up a lock of hair or toenail clippings or they could easily end up dead, whatever precautions they took; the things are even shield piercing.
That and Joseph Goodman's claim that greater variability inhibits min-maxing are two things putting me right off.
Machpants wrote:Interesting point from ENW: http://www.enworld.org/forum/general-rp ... ost5494512
I wonder what the thoughts are on that?Right. Good to know that level 10 casters rule the world. Seriously, that jump in power once they hit the possibility of an ability check of 30 is huge. It turns a combat spell into a utility assassination spell the wizard doesn't have to leave his tower to cast. And because he doesn't have to leave his tower, he can keep casting and scrying until he gets it right. Therefore just one caster of level 10 means that no one dares let themself be scryed on or give up a lock of hair or toenail clippings or they could easily end up dead, whatever precautions they took; the things are even shield piercing.
That and Joseph Goodman's claim that greater variability inhibits min-maxing are two things putting me right off.
From here: http://www.enworld.org/forum/general-rp ... ost5496707Hi everyone,
A couple quick answers to some of the questions raised in this thread:
Spellcasting and page flipping: Legitimate point based on reading the description of the game, but not an issue in play. I guess I should point out again that this game has been in "stealth playtest mode" for well over a year; all the issues being brought up here have been hashed through in actual play, not just some "design document." Wizards typically have 4-6 spells, maybe a couple more if they have high ability scores, and slightly more as they advance in level. Each "spell table" fits on one 8.5x11 page (and that's only because they're in MS Word format; they'll probably be smaller in final published form). I hand out those pages before the game (in the final book they will "permission granted to photocopy for personal use," etc.). There's no "page flipping"...the wizard just rolls a d20 on the page in front of him. After a couple combat rounds the wizard is usually on top of it. (That's not to say the tables are perfect; I still need to improve a couple things, but it's not a game-slower.)
Actually, to give a point of comparison...DCC RPG runs about 2x-3x as fast as any 3.5 game I ever played in, and is an order of magnitude faster than 4E. In a four-hour session we'll usually complete multiple combats involving many opponents, as well as solve a puzzle or two, complete some simple NPC interaction, etc. Modules that would take 3-4 sessions under 3.5 rules typically take 2 sessions under DCC RPG rules. This is one of the things I am striving for; my best memories of D&D are fast-moving sessions where everybody is constantly engaged, not the modern games of "I'll go get a beer while you figure out the exact combination of tactical moves that maximizes your next action." I'm also a big fan of board games, and I particularly like designs that keep every player constantly engaged (Puerto Rico is brilliant!) - in my opinion, D&D needs to get back to that.
It's definitely not for everyone, and there will be some of you who walk away unsatisfied. But I think there will also be many of you who find you really enjoy it.
High powered casters / tactical strikes with magic missile: I'm still debating maximum level in this game but I'll probably end up at 10th being the highest. I am striving for a style of play comparable to what I recall from the early 1980's. In your OD&D and AD&D games from the 1980's, how many of you had a PC that legitimately made it past 6th level? Anybody? It was incredibly rare. 10th level characters were unheard of. Even getting to 6th level was a big deal. Keep this power scale in mind as we discuss spells...a caster with a modifier of +10 is extraordinary. Even getting an unmodified +6 on the table (e.g., without spellburn) is extraordinary.
And, with that noted, recall that (a) every spell is cast with a d20 roll, so even if a wizard spellburns 10 points of ability scores to end up with, say, a +16 on the table (+6 base and +10 from the spellburn), he can still roll a 4...or even a natural 1... and (b) arcane spellcasting is dangerous! Wizards tend to become corrupted over time, and may have to, ahem, negotiate their way to power with supernatural creatures that have their own agendas. A 10th level wizard in DCC RPG is like the wizards in any REH Conan novel or the heroes of Moorcock, Merritt, Lovecraft, and Vance: the wizards have power, but at a cost...
So, to cast the "tactical strike" magical missile with a 30+ result is not something any wizard can do consistently -- or even predictably on a one-time basis.
Lots of RPGs on the market: Can you find me one written by someone who has read almost everything in Appendix N? DCC RPG is attempting something I have yet to see in any published work: it is NOT a retro-clone, but an attempt to re-imagine what D&D could have been, if the original inspirations were expressed in a modern rules set. Even the OSR retro-clones do not reach as far back into the origins of the game as I am attempting to do. DCC RPG may or may not succeed in its task -- time will tell -- but the attempt at "pre-D&D swords & sorcery" is not something I have seen any other published product attempt. Dragons At Dawn is probably as close as they come, and that's an attempt to look at only one half of the origin point. DCC RPG explicitly attempts to build a game that captures the ability to play adventures corresponding to the original inspirations of Gygax and Arneson, portrayed with a modern rules set. There's more on the subject in my design diaries on my forums: Designer's Blog #2: Pre-D&D Swords & Sorcery
Hope that helps.
1. I'd call it "semi-stealth mode"; I know that I e-mailed Joseph about it at least a year ago and he denied that such a playtest was underway. I'm generally clueless, so if I heard about it then it can't be too secret.Machpants wrote:Joseph replied so I thought I would cross post it here... just hurry up and release the thing! LOL
I should point out again that this game has been in "stealth playtest mode" for well over a year
Each "spell table" fits on one 8.5x11 page (and that's only because they're in MS Word format; they'll probably be smaller in final published form). I hand out those pages before the game (in the final book they will "permission granted to photocopy for personal use," etc.).
That would be extremely awesome.mshensley wrote:Tell me that wouldn't be an awesome way to consult your spell tables.