Post by Child of Flame on Jan 18, 2010 15:29:59 GMT -5
Yeah, that makes a little more sense to me. Teachers, especially good ones, would be hard to come by, especially in the Medieval Ages that we tend to play our sessions in (you know, lower population). In many cases, it's absolutely necessary to teach yourself those skills.
Using real world examples, how many things have you had to learn on your own without anyone's help? Probably not many things, but I'm sure you can come up with an example or two in your own life. My example? I had to half-teach (i.e. there were 2 out of 4 strings I was unfamiliar with) myself how to play a string instrument because my music teacher was too incompetent to understand that I didn't know how to play it.
As I alluded in one of my earlier posts, a character should be able to teach him or herself a skill, but it would take longer. I like the idea that it would, therefore take more experience to learn it that way. It encourages the player to look for a teacher, but doesn't keep the player from never ever learning the skill without anyone's help.
Getting the first point in Lvl 1 would be hard to achieve, regardless if it was self-taught or if a teacher taught the person (agreeing with DC here).
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Moving back to the previous posts, I don't know what more to discuss about the previous rules. The 6's on your accuracy and evasion being re-rolled for damage and vitality respectively seems to balance each other out and works well. At least, in the sessions that I've witnessed it being used.
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The gameplay example I've already given my opinion on (It's good, Lurid, chill out. *thumbs up*), but I'll repeat myself for good measure: I was thinking you could put a wee bit more mechanics in there; for example, 2 people can fight the guard that have similar DEX and have a roll-off to see who attacks first, just so the reader gets an idea of how ties can be broken. Since I'm pretty sure the roll-off is just a house rule we all use (as in, the book doesn't state what should be done in that case), though, I can see why it isn't in the example. That's really the only thing I could think of.
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As far as the evasion rules go, I have a test set up to test to see what is the "best" evasion rule so far. Then I realized, what exactly are we testing for? How do you define what is the "best" rule?
Even without bias ("the best rule is we can always evade and never die, lol" OR "the best rule would be the most fair one"), this is hard to define. I want to see what you all think the "best" rule would be.
My definition? It should lengthen the battle, and not because of bad rolls or because one character can never hit the other because they might be constantly evading (in my test, the characters are more or less equals in power). It should give the character a fighting chance without being given a huge advantage over the other character(s). Because my definition is very subjective (how many turns constitutes a good, long battle?), I'd like to see if you guys have anything definite. And... because I'm the tester here, I can't really put my biases into the test. I have to forget I have a definition at all until after it's over. But I do need some general ideas, so halp plz.
Without copying and pasting everything, my test is as follows:
Before I even begin, let me note that, because this is the basic, core rulebook, nothing from the After Chronicles is being used. This is combat between two human characters, and that's all. There can be tests using random classes and races later, but that's after we agree on a rule that should be used.
Two, freshly made characters will combat against each other under each of the evasion rules.
(There are six in total, but I threw out Lurid's because in pure combat, there's no real way to test his. Lurid's rule would just work out like the default in my test, so there's no need. The other five: The Default rule, Perilaxis's rule, Lt. Pwnage's rule, my rule and DC's rule.)
Each rule will be subject to at LEAST three battles (maybe more). For the purpose of testing out the evasion rule in question, each character has three attacks per round.
After all five rules are tested, I will then take the two characters and give them 60 experience (I'll level up one and Lurid will level up the other). This is to emulate a more experienced character much much later in a particular game. When this is done, each rule will again be tested under three or more battles.
ONE MORE THING
As far as the conditions go, I was going to use the 6's for Evasion-Bonus Defense and Accuracy-Bonus Damage, but because this rule isn't certain yet, I might leave it out. Other conditions include roll-offs for ties and using the online die roller for the rolls. I'm not using any other rule posted on this board, at all. What do you think of these? For instance, should I use the half-damage rule instead of the roll-off? Comments?
Edit: The characters are already made as well, if anybody wants me to post their stats quick. Like I said, they're pretty close to being equal. I think the one Lurid made has like an extra DEX cause he made a char with 3 in the Skill stat (remember, the BMS being 222 for humans is just in the After Chronicles book).
Using real world examples, how many things have you had to learn on your own without anyone's help? Probably not many things, but I'm sure you can come up with an example or two in your own life. My example? I had to half-teach (i.e. there were 2 out of 4 strings I was unfamiliar with) myself how to play a string instrument because my music teacher was too incompetent to understand that I didn't know how to play it.
As I alluded in one of my earlier posts, a character should be able to teach him or herself a skill, but it would take longer. I like the idea that it would, therefore take more experience to learn it that way. It encourages the player to look for a teacher, but doesn't keep the player from never ever learning the skill without anyone's help.
Getting the first point in Lvl 1 would be hard to achieve, regardless if it was self-taught or if a teacher taught the person (agreeing with DC here).
-------------------------------------
Moving back to the previous posts, I don't know what more to discuss about the previous rules. The 6's on your accuracy and evasion being re-rolled for damage and vitality respectively seems to balance each other out and works well. At least, in the sessions that I've witnessed it being used.
----------------------------------
The gameplay example I've already given my opinion on (It's good, Lurid, chill out. *thumbs up*), but I'll repeat myself for good measure: I was thinking you could put a wee bit more mechanics in there; for example, 2 people can fight the guard that have similar DEX and have a roll-off to see who attacks first, just so the reader gets an idea of how ties can be broken. Since I'm pretty sure the roll-off is just a house rule we all use (as in, the book doesn't state what should be done in that case), though, I can see why it isn't in the example. That's really the only thing I could think of.
----------------------------------------
As far as the evasion rules go, I have a test set up to test to see what is the "best" evasion rule so far. Then I realized, what exactly are we testing for? How do you define what is the "best" rule?
Even without bias ("the best rule is we can always evade and never die, lol" OR "the best rule would be the most fair one"), this is hard to define. I want to see what you all think the "best" rule would be.
My definition? It should lengthen the battle, and not because of bad rolls or because one character can never hit the other because they might be constantly evading (in my test, the characters are more or less equals in power). It should give the character a fighting chance without being given a huge advantage over the other character(s). Because my definition is very subjective (how many turns constitutes a good, long battle?), I'd like to see if you guys have anything definite. And... because I'm the tester here, I can't really put my biases into the test. I have to forget I have a definition at all until after it's over. But I do need some general ideas, so halp plz.
Without copying and pasting everything, my test is as follows:
Before I even begin, let me note that, because this is the basic, core rulebook, nothing from the After Chronicles is being used. This is combat between two human characters, and that's all. There can be tests using random classes and races later, but that's after we agree on a rule that should be used.
Two, freshly made characters will combat against each other under each of the evasion rules.
(There are six in total, but I threw out Lurid's because in pure combat, there's no real way to test his. Lurid's rule would just work out like the default in my test, so there's no need. The other five: The Default rule, Perilaxis's rule, Lt. Pwnage's rule, my rule and DC's rule.)
Each rule will be subject to at LEAST three battles (maybe more). For the purpose of testing out the evasion rule in question, each character has three attacks per round.
After all five rules are tested, I will then take the two characters and give them 60 experience (I'll level up one and Lurid will level up the other). This is to emulate a more experienced character much much later in a particular game. When this is done, each rule will again be tested under three or more battles.
ONE MORE THING
As far as the conditions go, I was going to use the 6's for Evasion-Bonus Defense and Accuracy-Bonus Damage, but because this rule isn't certain yet, I might leave it out. Other conditions include roll-offs for ties and using the online die roller for the rolls. I'm not using any other rule posted on this board, at all. What do you think of these? For instance, should I use the half-damage rule instead of the roll-off? Comments?
Edit: The characters are already made as well, if anybody wants me to post their stats quick. Like I said, they're pretty close to being equal. I think the one Lurid made has like an extra DEX cause he made a char with 3 in the Skill stat (remember, the BMS being 222 for humans is just in the After Chronicles book).