Showing posts with label leveling. Show all posts
Showing posts with label leveling. Show all posts

Friday, November 13, 2015

The Level System

This one started over coffee. DarkgarX mentioned to me that once levels were put into the game, the dynamic of the game changes from story to advancement. The feeling goes from "what am I doing in the game world" to "how can I get points?"

Now, admittedly, this is a pretty negative view of level-based games, but it is an interesting "advancement dynamic" that I am sure is present in all games. Everyone wants to do well, and everyone wants to get levels or skill points in a non-level based system to get rewarded at the end of the night and advance their characters. So this pressure is present in any game system with an advancement system present.

But do levels change things?

Levels, the Elephant in the Room

I always found it funny that levels are the one thing you can't talk about in-game in-character, yet in D&D they control everything, from character power to spells to monster hit dice. My Pathfinder world design, Realms of Proteus, tries to do away with that and allows in-game characters to speak freely of their level and stats, so there is a fun bit of power and meta gaming going on there, but for the most part we use euphemisms, "seasons" or some other sort of relative explanation of power and strength.

But do levels change things? Is the primary focus on hit-points and levels a factor in making the game more mathematical and cut-throat?

In a pure story-based game, you have this outward focus on how your character fits into the current story and overall game world. Your stats can be increased, and the focus of improvement is to allow your character to better be able to influence the story. A higher persuasion skill lets you persuade more NPCs, and thus your influence over that story grows. You can think of story based games as a fight to control the ever-shifting narrative between the players and the referee-controlled NPCs.

Levels. Hit dice. Tactical combat. Damage per turn. Whiff rate. Condition spells. Attacks of opportunity. Advantage and disadvantage. Here we go with traditional D&D style level based games, and a whole host of hard mathematical statistics comes into play. Not only do you have to be good at controlling the narrative, you have to be able to know how this hard math works, and master the combat rules. Levels make this easier, but also complicate things as you go up.

Levels vs. Narrative

Do levels fight the narrative push and pull? They certainly distract from it a bit, because all of a sudden you are not purely worried about narrative influence, to do good and control the narrative, you need to master the combat system too. You need levels to get better at this system, because roleplaying matters little in raising combat power. You need XP to get better, and you need to defeatefoes and solve problems.

Note how D&D type games lump problem solving and combat in the same pile of XP. If you solve problems with roleplaying and get XP, you get better at controlling the narrative (roleplaying skills), but you also get better in combat. You could have a 20th level character who just got roleplaying XP in their career and never touched a weapon, yet this person would be a better fighter than 99% of the people on the planet. You could have the inverse, a combat-only barbarian who never spoke a word being a diplomatic master negotiator at the narrative-influencing social skills just because of their level.

I think it is this connection between the ability for a high-level character to influence the narrative and the "let's have combat for XP" part of the game that troubles me. In a purely story-driven narrative game without levels, all you are doing with advancement is ticking up the skills you want. If you just want to be a talker, all you buy are social skills. If you just want to be a fighter, you work on fighting skills. Levels remove that granularity and ability to specialize, now yes, there are more social style classes in the D&D style games, like bard or thief, but those classes typically force you into a skill-monkey role and take away your ability to excel at combat.

D&D's classes make those choices for you.

You want to fight? Be a fighter! You want to be a fighter who excels at narrative control and social situations? You are out of luck, roll a rogue or a bard. Yes, as a fighter you can put skill points and feats towards social abilities, but typically (Pathfinder is a good example), the more skill-point heavy and social-focused classes are going to have an easier time of buying these feats and skills.

In D&D, King Arthur is King Arthur because he can kill very well, not because he has the skills and social power over the kingdom's narrative that a king should have. There's a disconnect there, and a simplification that I feel makes pure-story based games focused on the narrative a better choice for pure roleplayers than D&D style games.

Levels vs. Storytelling

I have had pure roleplayers at my table who played D&D 3-5 because that's what our group played. I always felt bad for them because they could care less about this mess of combat rules and gaining levels, and they just wanted to have fun. We did a good job accommodating them, but the game we played (D&D 4) required an attention to builds and rules that I felt turned them off to the whole game. We had some that loved the battle chess aspect, and we still like this part of the game, but the combat and level rules felt like an artificial limitation put over the game for players who were more interested in narrative control than "kill for treasure and XP."

If your players are more concerned with mathematical concerns and tactical battles, D&D works better, and I will go as far to say that D&D 4 works the best for players who want a Warhammer style figure tactical combat experience. D&D 5 tries to bring the story back to the table, yet it still has the baggage of a tactical game based on resource management, and a level system that connects narrative control and combat ability into one lump sum of XP. D&D style systems also pre-choose your character's lifetime ability to perform narrative control and combat contributions from game #1 with your choice of class.

Yes, you can switch careers and multiclass in mid-stream, but King Arthur is not a bard nor a rogue.

Answers?

I don't feel there is a good answer for this in the modern D&D style games. Again, we are hit with the abstraction of the class and combat systems, and this limits our choices. Of course fighters are the ones with the swords that never think their way out of a situation. The game assumes "fighters fight" and gimps their skills and gives them the best damage output and choices in swinging swords. I would love to see a D&D system "off the rails" that let people be people, reward skills used, and got rid of the abstract class and level system entirely.

Yes, Legend, Runequest, and other games do this, and they do it well.

There is a choice here of how much control you feel you should have (as a player) over your control over what happens at the table. If I choose to be a social character, I don't want my choices limited to, "well, pick a social class and suck at combat for as long as you have that character." If for a couple sessions I want to improve combat skills, let me improve combat skills. If for some others, I want to be the master of parlay, let me do that and improve my social prowess.

This is not about being a "fan" of a game, I collect them all and love reading them, so count me in as a fan for them all, as my shelves will attest. What this is about is taking a look inside yourself and asking, "am I getting rewarded for the things I want to do at the table?" Does a game force you into a role that later on you may regret or limit your contributions? Yes, a good referee can adjust things and give chances for everyone to have fun, but if your game takes a turn for the political, can your combat-focused character adapt?

It is again about understanding what each game does best, and finding games that fit your view of gaming and how your contributions are rewarded. We have moved beyond the "network effect" where every game has to be a modern version of D&D, and we are moving into an era where games are designed around a almost niche "way it plays" and the reward and contribution systems are designed to fit that game. You see this in videogaming with indie gaming. The big-box games are always there like the Call of Duties and D&D games, but a huge market is developing for custom and unique experiences that are off the level system tracks and as diverse as the players in our hobby.

Friday, July 31, 2015

Pen-and-Paper Videogaming

Somehow, this all started when we were talking about XP charts.

When you have a unified XP chart, you are saying, "all class' power levels are roughly equivalent!" A level 5 thief should be as powerful as a level 5 fighter or level 5 mage.

Back in the original D&D, the designers knew about the power imbalance of mages and fighters (2,500 and 2,000 xp base), and put them above clerics and thieves (1,500 and 1,200 xp base). The charts were never a linear scale, just because a mage needed 2,500 xp for level two did not mean they advanced twice as slow as a thief all the way up, the difference between thieves and mages was never really more than a level or so of lag behind for the mage (a 14th level thief and a 12th level mage had around the same total xp).

Still, there was a difference.

In 3rd edition, we got the unified XP chart for all classes (and the CR system), and every class advanced at the same rate. Not surprisingly, those pesky power level differences came up, and this triggered an endless balance and rebalance cycle for all editions of the game since. You even see this in Pathfinder Unchained, where they redo three of the classes to make them compare better with the entire set of classes in the game.

"Mages are still the most powerful class in the game!"
"Rogues are weak."
"Why class X why you get all that plus a better to-hit with class Y?"

You hear a lot of this because naturally, a player expects a level five class X should be an equal and balanced choice with a level five class Y. You end up having to do the power and math shuffle on every class, again and again, like D&D 4th Edition's endless and painful errata and changes to classes and items.

If there was a problem with relative power level balance in the old "per class" XP chart system the issue could be easily addressed by just adjusting the charts. Mages still too powerful? Push them out by a thousand points here or there. So a level 9 thief is equivalent in raw power level to a what, a level 6 mage? Okay, that's where the charts should go.

We don't need to balance the class, we just adjust the charts.

The CR System Solution

Power levels were 'evened out' because of the CR system, really, and also to simplify things to avoid having a lot of charts. But note that in old school D&D, you did not all need to be the same level to adventure together, and conceivably, that level 6 mage in a party full of level 9 characters could and will contribute. This "the party needs to be within one level of each other, two max" sort of thing feels like it comes from MMOs and computer games, where it is important to balance things with math to make sure "everyone has a good time."

In the original D&D game, how did you determine CR? Here's how you did it:

"Last time our party of level one characters fought an ogre we got out butts kicked. Let's not do that."

You learned the game. There weren't thousands of creatures so you could weigh difficulty for them all relative to classes and powers. You failed, failed some more, died a lot, and then discovered what worked. You got lucky, and knew how far you could push your luck given what level you were and who was in the party. You had to think.

Try-fail-adjust-learn-succeed? That sounds like what you do in any game when you learn it.

The problem I have with CR encounter balancing is it assumes the dungeon master is a computer that balances content to entertain the players. The DM is there to "entertain" people like a DVD player, put in the disc, do the math, balance the game, and run the script. Press play.

Saying, "nobody likes getting killed," in D&D is like saying "nobody likes losing in Monopoly," and coming up with rules so one loses. Or even behind on money or properties every turn because every player needs to feel relative balance with each other. Yes, Monopoly is a competitive game, and D&D is cooperative, but if you take the learning curve out you take out the part of the game where becoming an experienced player is knowing what a monster does what and how you can fight them at what power level.

Pen-and-Paper as Videogames

Somehow I feel this is part of the progression of D&D towards an entirely story-based game instead of a board game. CR does what? Balances encounters so you can get through them all as a party so you can complete a story at the end of the night. Without CR, you run around the ogre's room in the center of the dungeon defeating rats and spiders while looting what you can, and maybe you never fight the ogre - and you decided if you 'won' based on survival. If there was a goal, it had nothing to do with 'story award xp bonuses' or a series of balanced encounters leading up towards it. If you got the chalice, you got it, and you earned the king's trust - xp and balancing had nothing to do with it.

Then again, the king's trust is a very nice thing to have, and you don't need to put an xp reward on that either.

Healing surges, regenerating resources, encounter powers, and anything that resets the party's power is another step towards a story based game (and also an admission of the inability to balance a resource depletion game, like the classic D&D model of play). You have to "reset" the party for the next "encounter" because you can't balance things in the overall scheme, when really, what resources the player have and want to spend should be up to them. It feels fake, like an MMO where health and mana regenerate before you get to the next room, and the entire game is designed to be low-risk entertainment rather than a challenge of how to spend limited resources dwindling all the time.

Don't get me started on this "go back to town" sort of "one encounter per day" cliche either, That comes from videogames and it assumes the world never changes between visits to the dungeon. The pen-and-paper game as videogame mentality breeds this unrealistic way of thinking.

Less is More is Fun

Sometimes we like games to be smaller in focus with a limited set of content, such as Pathfinder Basic Set, where we can get the feeling of how monster X relates to class Y and power Z. Part of why we love Labyrinth Lord and Basic Fantasy are because these rules are complete, done, and what's in the game is what is it. You can learn them. You know a level X thief is about as powerful as a level Y mage. You know how to defeat an owlbear, and how much power and resources that will take.

When you have thousands never-ending of monsters, feats, spells, classes, and powers, you never get a feeling of system mastery. You are always being hit with a new something, reacting, and never knowing how your power relates to the others before it is replaced and you move onto the next one. In Basic D&D, the fireball is what it is, and it is a unique AoE spell that fits a unique role. We don't have or need seventy variations of the spell. It is a unique puzzle piece to be pulled out when you need a...fireball.

And it becomes a unique resource we can spend, that does not recharge between fights.

That "how many resources it will take" is key. This is what the original D&D was about in the macro for the entire play session, not the micro between encounters. You should be able to run out of resources and 'fail' to achieve your goal, due to luck, normal use, or carelessness. You should decide if you will come back another day, if that is possible, and the next time the dungeon should change (tougher, better defenses, less loot, the chalice is lost, or they clear out) when the party gets back.

Know Your Game

There is a distinct game design here when you realize what is going on, and how every piece works together. Imposing systems like CR and auto-regen resources on what was a limited-resource game throws everything out of whack, and D&D becomes a totally different game. We are seeing a shift from resource management to story based gaming, while still thinking we are managing resources.

If you want a videogame style RPG, that is cool. Know what these look like. If you want a resource-based RPG, know what those look like. If you want to make a pen-and-paper game play more like a videogame, it is helpful to know what you need to do to get that result. If your love is resource-based play, know what rules enhance that experience and play that way.

We live in a time where every publisher tries to make every game appeal to everybody, and it all blurs together. The influence of MMOs and computer games in pen-and-paper gaming is strong, you see a lot of these videogame-inspired concepts in today's games, and they often conflict with how the original game was designed.

Friday, September 12, 2014

XP Awards, Challenge, Story, and Role Playing

XP for "good roleplaying" and the "story award" started in AD&D 2nd Edition, and this is when original D&D and AD&D "XP for GP" was buried and put out to pasture. XP were given for HD of monster defeated, plus the vague concepts of roleplaying and story awards pushed characters along to higher levels almost automatically.

While my groups like "XP for good roleplaying" awards, really the system is vaguely written enough to be specific, whatever that means. What it is telling dungeon masters is "just level characters as you see fit" and it throws the entire old-school very defined and specific XP system out in the bin.

How I feel about it is this, don't make a soft system that doesn't really mean anything. Either we are going to give hard XP for definite actions and awards, or just dump the soft system and say "give a level every three adventures" and be done with it. Why invent soft XP rewards and have everyoje track them when what you really want to do anyways is level everyone up after a fixed number of adventures.

Some of the old D&D Expert sets (red box era) had this chart where the DM calculated how many adventures you wanted the players to play before they leveled up, and it did all the math for you. It seems kind of silly to do all that math when you if all you wanted was "players level up in three adventures" then um, just level them up in three adventures. You could even level them up in one or two if the adventure was worthy.

D&D has always had a strange attachment to legacy cruft, and then some systems they keep reinventing and never really getting right. The CR system in 3rd Edition's D&D comes to mind, where you do a whole lot of math trying to figure out if the monsters you are fighting should give you XP or not. It pains me when the players make their characters do this math by roleplaying it out, "Oh wow, kobolds? Gee guys, they are not really worth fighting for a party as powerful as us, right?"

Get in there and be heroes. Please.

Besides, CR doesn't really tell you how hard a fight was, it is only a guess before the fight begins. If the party ambushes the other side and TPKs the enemies in one turn, should that really award full CR XP? Again, there are guidelines for this, but it really feels like they are trying to patch something that just needs a complete rethink.

My feelings? If a single fight is good, give each participating member 10% advancement to the next level. If it was easy you could halve it to 5%. If the fight was a total blow-out, you get 0% advancement. If the fight was a near TPK, you could double it to 20%. At 100% advancement, you get a level and the counter goes back to zero.

You can optionally include "story awards" in this system of 5-20% for the completion of a mission, or if you want your progression to be "lessons learned in danger" you could skip this. Skill rolls done under pressure with a real chance of failure (and significant risk) could award 1% per successful skill roll, to like a maximum of 10% per adventure for skill roll xp. Safe or repeated skill rolls with no consequence of failure give 0%, always.

There, it's simple enough for a referee to tweak based on how fast they want progression to be by just adjusting the base "per fight" and optional "story xp" awards (and the 10% skill and rolepaly caps). It also doesn't worry about scaling progression based on monster difficulty versus PC power. What I like about it is that you determine XP after a fight by this one simple question, "Was the fight challenging?" If so, give the party a full reward. If not, reduce it. You don't need to do the CR calculations and then have them be wrong because somebody in the party used a sleep spell to nullify the encounter and turn it into a cakewalk.

Fine, 0% XP, as that was no challenge.

You could give a tiny reward for blowouts that still were dangerous but had consequences if they were left unchecked, like the group of kobolds, like 1% and still feel you have given a reward.
Oh, and you can also award creative problem solving and good roleplaying if you wish, just keep the awards low like 1% to 2% per major interaction and cap it to 10% for the adventure, just like skills.

You could also optionally slow progression as the party's level climb.

To me, pre-calculating CR math that doesn't take the party's power and creativity into account doesn't make much sense, and at least in my experience, it's wrong most of the time anyways. Going the other way and doing the math that will get you a level in X adventures and awarding XP on that scale is also a lot of math for a predetermined outcome that you should just "say happens."

For me, I like the 100% XP system. It is simple, fast, lets me control progression rate, and it caps silly exploits. It can be "only combat XP" if you choose, if all you want is lessons learned in the school of hard knocks. Most importantly, it is calculated after the fight is over based on how difficult the fight was for the characters - so it scales with level. A difficult fight at level 1 is going to be different than a difficult fight at level 8, but to the party and their abilities, you will know and have a good feeling of how it went after each of those fights.

Thursday, March 28, 2013

SBRPG2 Testing Continues: Powers and Talents

Powers.

Powers are always the tricky part of designing any game, along with the paths these powers take. Anyone can bang out a quickie set of roleplaying rules covering combat and movement, but when it comes to talents and powers, this is where the real design work comes in. You want to provide a sense of progression with both powers and talents, a gradual sense of getting better and more competent. A number of games fail in this regard, or are so stuck to what came before they will never improve.

With D&D3 and Pathfinder, the name of the game is placing powers and unlocks on a Christmas tree called a character class - the same classes that existed way back in D&D1. The class roles are still strictly defined, that choice you made when picking a class at level 1 defines who you are for the most part until level 20. In Pathfinder, this is more pronounced, since it pays to stick with one class. With D&D3, you are supposed to weave and dodge your way up several classes until you find a prestige class you like, and stick with that. They are two different games, but your progression for the most part is predetermined. There are a limited number of options based on the first choice you make.

D&D4 was good when they introduced the second round of multi-classing, you were this interesting mix of two very distinct classes that had strange synergies and power combos. They quickly buried this cool system under a dump truck of errata and add-on books, to the point where designing a character required the online character generator, and you had a shelf full of out of date and worthless books that couldn't be used to play the game. Design-wise, you were still limited by the set of classes you picked, you could synergize in that buid, but if you decided to take your character in a new direction at level 10 you were stuck.

We are trying to take a different spin with SBRPG2. All powers and all talents are open from the start, though your starting stats will help or hurt the choices you make. You are classless, which is a huge change from SBRPG1, but then again, we have a different goal here, this is a different time in history, and we are shooting for a game that provides the ultimate expression of character design and flow as you level up. It is an organic goal, one more suited to exploring power frameworks, making choices, and developing your character as they live through various situations.

The ultimate goal is to reflect your story, your progression, and to let you make choices based on how you feel your character is learning and unlocking powers - without penalizing your progression in other areas. If your mage is fighting and chooses to improve physical toughness and combat ability, you can improve that and put your magical studies on hold for a while as you become a better survivor. If you want to improve social skills through roleplaying, that won't hold you back in other areas, and you can just focus on that exclusively for as long as you would like.

With D&D3.x and its related games, when you get a level, you have to make a choice that punishes your progression in other areas. Picking 5 levels in fighter means you lose 5 levels of progression as a mage. It affects your end-game power incredibly, and a mixed design like a 3/3/3 fighter/mage/thief really suffers in combat power - in no way is that character like a full level 9 anything, and they fall far behind in terms of usefulness to the party. With SBRPG2, we have solved that problem.

Regardless, sorting out powers and design paths takes a long time, and this is something we continue to work on. We are blocking out a system for you to design your own, but keeping things simple at first will allow more people to understand the system, so something like power and power framework design may be left for later to work on. It is a great design, one came through after five years of experimenting, designing, throwing things away,and redesigning a simple system until we had a great base.

That core 'the way things should work' is key here, it is easy to copy another system's progression, but it is unoriginal, and you inherit all of the limitations and flaws of the original. When you set out to do something new, it is always cool, but a very hard road. Finding what the system should do, what it supports, and most importantly, how the system supports the notion of a character story or epic is what we wanted to do here. The idea hit us, and it is more than a simple concept. Thigns have to be carefully worked through and thought of, in order to make the whole greater than sum of its parts.