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Thread 96381906

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Anonymous No.96381906 >>96381953 >>96382036 >>96382555 >>96385512 >>96386001 >>96386021 >>96388192
Has anyone ver attempted to flip the paradigm?

Warriors have the million fiddly mechanics and options and manuevers and styles and reactions and counterreactions. You know, like PROPER swordplay, really. And mages be the butterless whitebread "I stand in the back and mindlessly basic attack" classes?
Anonymous No.96381953 >>96381974 >>96382265
>>96381906 (OP)
The Riddle of Steel exists for a long time, anon.
Anonymous No.96381974 >>96381980
>>96381953
We're talking about real games here. It's not D&D, so nobody cares.
Anonymous No.96381980 >>96381995
>>96381974
Codex Martialis exists for a long time, anon.
Anonymous No.96381995 >>96382005 >>96384024
>>96381980
Again, we're talking about real games.
Anonymous No.96382005
>>96381995
Define "real", faggot.
Anonymous No.96382036
>>96381906 (OP)
>Daily "The only game I know is modern editions of DnD" thread
Anonymous No.96382265 >>96382504
>>96381953
no casters
Anonymous No.96382482
>5e is implied
Bait thread
Anonymous No.96382504
>>96382265
You are an idiot sandwich, faggot anon. Sorcery is literally a 30 pages chapter in the core rulebook.
Anonymous No.96382555 >>96382607 >>96384048
>>96381906 (OP)
Anonymous No.96382607 >>96382692
>>96382555
Seconded for GURPS. Though, technically you can have martial and casters be exactly as complicated as you want.
Martials can just pump up their main combat skill and do nothing but spam Deceptive Attack to break through defenses. Or they can take full advantage of all the many special combat rules, invest into any of the hundreds of martial-arts advantages, skills, and techniques, as well as design their own. Both are perfectly valid.
Casters can just buy up a Fireball spell to skill level 15 or buy a Burning Attack (Magical, -10%) advantage and spam that same attack over and over again every turn. Or they can buy hundreds of different spells from different colleges, modify and improvise new spell effects on the fly with Ritual Path Magic or Sorcery, and even design their own spells. Again, both styles are perfectly valid.
Anonymous No.96382692 >>96384048
>>96382607
>Or they can take full advantage of all the many special combat rules, invest into any of the hundreds of martial-arts advantages, skills, and techniques, as well as design their own.
To be fair there is a glaring flaw in GURPS when you come to this part of the game - if it costs more than 4 points per point of advantage on the roll you are better off training your skill directly. Which cuts off a lot of advantages and techniques. Most of the time if you want to actually be effective you would have a few cinematic advantages to turn into action hero, 2-3 techniques and then just pump the skill.
Anonymous No.96384024
>>96381995
Dominion Rules has existed for a long time
Anonymous No.96384048
>>96382555
Thirding.

>>96382692
For a martial, a high rank in your main combat skill is a given. But a good GM doesn't just let the player take do the "40 points in Guns" meme and tank all penalties. You gotta have realistic skill caps for your players. And in any case, most 'martial' advantages don't involve a particular skill roll, they just give you options that martials without that advantage don't have, like Combat Reflexes and Trained by a Master/Weapon Master.
Anonymous No.96384065
picrel has existed for a long time, anon
Anonymous No.96385512
>>96381906 (OP)
Since I like to have magic that's quick and reliable, but low power, I like to make everyone in a given world able to use it to some capacity; I don't like to make it some super special thing that only a few snowflakes can use, because there's too much of that in our world already.
And given that my games largely revolve around combat, it's easy to say that my warriors' options include magic in one prominent way or another.

I don't like "butterless whitebread" options in my games, which is why I design each choice with a slightly unique quality or two in their gameplay. Sure, there's overlap with common action skills and passive skills, but options tend to either engage with those base skills differently, or offer their own skills entirely, and some options even use unique resources.

So that's how I "ver attempt to flip the paradigm".
Anonymous No.96386001
>>96381906 (OP)
Had a DM who fiddled with the Ad&D magic system so that instead of getting to memorise and cast a successively more powerful range of spells as they levelled, (ie at L5, 3 ist, 2nd, 1 3rd level, etc) they just got spell points that they used to memorise an equal number of spell levels. The party mage just memorised magic missile (10 1st level spells instead of the above) and just used that spell exlusively, Magic Missile EVERY SINGLE TIME. It was pretty boring actually.
Anonymous No.96386021 >>96387639
>>96381906 (OP)
Warrior doesn't need a million fiddly mechanics to be a cocksucker class it's designed to be.

Meanwhile wizards must have variety due to high variety of magic.
Casters < Martials
It's really that simple.
Anonymous No.96387639
>>96386021
If the variety of magic is high, that makes it appropriate to war. If "caster" classes outclass ordinary weapon users, that makes those casters more appropriate for war. So the "casters" are actually martials, and the martials are out of place.
Anonymous No.96388192
>>96381906 (OP)
God I fucking wish. Haven't heard about any examples of it tho.