Viewing 15 posts - 1 through 15 (of 16 total)
  • Author
    Posts
  • #151705
    Anonymous
    Inactive

    Ok, so today I actually made a character to play in a WHR round. Watching my SP points tick away got me to thinking. The 5 SP cap on rounds is RIDICULOUSLY low for 2nd ed. Think about it. To gain a new basic talent would take 10 sessions (50 points). And that’s hoarding your SP. No skill bumps. Raising an attribute from 3 to 4 is what? 120 points? That’s 24 game sessions. There’s maybe half that available now. In fact, pretty much the only thing the current standards are going to allow you to do is bump your skills a point here or there. The character you start with is the character you end with. Or am I missing something? I didn’t see anything about revised SP costs in the campaign guide. Is this figure up for review?

    Look, I’m all about preserving the experience and not wanting characters to outgrow the campaign too quickly, but at this rate the whole idea of advancement is pretty pointless.

    Am I wrong? Clue me in.

    (still looking forward to playing, but boy did I front load abilities!!!)

    Tom

    #266636
    Anonymous
    Inactive

    The original SP amount was calculated on expected module output per year. That expected amount has not been met due to a lack of willing authors.

    I am willing to consider an adjustment.

    What do others think?

    #266641
    Anonymous
    Inactive

    Well our WHR group is an outlier, since we play once a month. I wouldn’t base any such decision on us. I know all the mods haven’t been released yet, but right now there are only 7 available to play. That means a max of 45 possible SP for the home game, game day, small con crowd if they manage to play EVERYTHING.

    I haven’t looked at the big con (Gencon, origins, etc) events, but it sounds like those usually gave about what? 5 different events? So 25 possible SP. And that’s for the con-goer who makes one big trip a year. What’s the data on those participants?

    I’m of the mind that if a person goes to a big con and plays all the available rounds, they should have enough rewards at the end to do something cool with their character. With WH, that would mean a specialization (30 sp), a talent (50 or 75) or an ability bump (from 2 to 3, 90 pts). Skills aren’t a big consequence since they are limited by abilities. So splitting the difference there, it would seem 10 points per round would be a better baseline. That would mean after 5 rounds, I’d have enough points to:
    Buy a specialization and two new skills or raise a handful of skills
    Buy a new basic talent
    Buy a new rite

    Those last two are VERY important. Sorcerous and Fighting Traditions are entirely talent driven, so if the rewards don’t let me develop those, what’s the point in taking them?

    And at 10 mods in a calendar year, right now it would take me a year of play just to buy ONE new rite or talent, at the expense of everything else. Even at 10 a round, that’s still only two such gains. So even that is low balling it.

    So I definitely think it’s worth looking at. If hard core players were taking in 20+ mods a year, it might be different. Even then, looking at the math (100 sp), that’s still prett tight for real character growth in this system.

    #266645
    Anonymous
    Inactive

    I see 8 on the site \";)\"

    #266647
    Anonymous
    Inactive

    Or is that 9?

    #266650
    Anonymous
    Inactive

    It’s 10!!

    #267565
    Anonymous
    Inactive

    Ok, I am shocked and dismayed that not a single person has come along to say one word about this. SHOCKED. DISMAYED. C’mon people. It’s been a month. SOMEONE has to have an opinion on this one.

    Tell you what. Here’s a table that breaks it all down.

    This whole thing got me re-examining how much SP I’m awarding in my home game and the kind of advancement I want and expect. Not really germane to this discussion, but I felt it was worth the time to add OP figures into the mix because there are obviously a lot more OP WH players.

    Tom

    #267586
    Anonymous
    Inactive

    Thanks Tom,

    It’s good to see that laid out.

    One of the major things we wanted to change with 2nd Ed. was that in 1st ed, many of us felt you advanced too quickly. There was also a wide variety of power levels within a particular Tier which made designing appropriate adventures fairly difficult. So, we wanted to shorten the Tiers while increasing costs. This is the main reason for the discrepancies between 1/2 ed.

    #267590
    Anonymous
    Inactive

    Clint,

    I figured that. It also looks like Talents really drove advancement in 1st ed.

    I’m glad that having everything laid out makes sense. Hopefully that table is useful.

    For home play, this is entirely manageable. I’ve got some ideas for “recalibrating” the SP awards in a way that makes more sense (to me) that don’t blow things up.

    For OP, I think the question needs to be what the ideal rate of advancement vs available rounds. Right now, it’s just far too slow. Assuming 10 rounds a years means in some cases you are saving for two years to raise a feature. That doesn’t give much incentive to play vs “I have 4 hours to kill”.

    I’ll have some thoughts up on that later this week. I just need time to get them into a coherent form.

    Tom

    #267591
    drafit
    Participant

    Hello Tom,

    For OP, I think the question needs to be what the ideal rate of advancement vs available rounds. Right now, it’s just far too slow. Assuming 10 rounds a years means in some cases you are saving for two years to raise a feature. That doesn’t give much incentive to play vs “I have 4 hours to kill”.

    I suppose it depends on what your perspective is.

    For me, the incentive isn’t to go up in ranks, but to tell and enjoy a good story.

    Gaining levels and going up the power scale is a D&D-ism that I don’t see as important to the WH game. Witch Hunters start off fairly competent from the get-go, so why is there a need/rush to go up in power levels?

    Sure, it’s nice to increase this or that, but I just don’t see it as the be all/end all of the game. What exactly can’t you do know that you can do at higher levels? Cast bigger/better spells or weapon maneuvers? OK,granted, but why is that important? Growing the characters personality, reputation, strengths and weaknesses are where it’s at, as far as I’m concerned.

    As I said, to me if the WHs are able to handle whatever threat they’re facing and have an enjoyable adventure, then that’s a WIN. Everything else is just icing on the cake.

    My opinion, of course.

    #267596
    Anonymous
    Inactive

    Henry,

    You guys have been doing the Organized Play thing for a long time. So I feel a little silly trying to argue the whole story vs. advancement angle with you. Yes, WH hits a different niche than most flavors of DnD/d20. Adventures aren’t about amassing wealth or magical treasure. And peeling back the onion layers of deepening mysteries and being part of that shared experience is worthwhile. But I still see character advancement as the carrot that supports repeat play. Flattening the power curve doesn’t change that really. WH is still built around a framework where advancement is necessary to use more powerful abilities and take on stronger foes.

    Slow progression is fine, especially with OP. You want to maximize the playability of available rounds. You don’t want a handful of dedicated but regionally fortunate players obnoxiously demanding rounds to challenge them and draining your resources for lower and intermediary rounds. But lets face it. Under the current WHR guidelines, a player will never be able to do more than increase skills (which run right smack into the hard cap applied by his or her ability scores) or maybe a Basic Talent or Rite (if you can’t think of anything else to do with your character over the course of 10 rounds—a year of play). The game just isn’t built (IMHO) to create a static character out of the box. Too many options, too many restrictions, and too many hard caps.

    Story aside, character advancement creates a sense of investment in the game. Yes, I as a player I can appreciate being part of a good story. But that investment only goes so far. The tangible rewards for being part of that store have limited forms, and advancement is the biggest among those. I’m just not convinced you can build a long term audience without it.

    But if the story isn’t there, the players aren’t going to keep coming back regardless of how awesome their characters are. I won’t argue that one bit.

    One last thing: the last thing I’m suggesting is for WHR to shift gears to a rapid advancement model. I just think the current SP/Advancement model used is worthless. Players would be better served if advancements were hardwired into AJ. Example: Once you have played through all the year’s Hard Point rounds, your AJ directs you to raise one Ability or choose a new Talent. THAT would serve both ends, would it not?

    Tom

    edit: course, the absence of any other opinion on this matter might indicate just how off base I am. Until then I remain the lone voice in the wilderness. \";)\"

    #267598
    Anonymous
    Inactive

    I share many opinions with the sponge of blue \":)\"

    I am enjoying the story and Blood Moon over the Seine was by far the most intense and fun module so far (For less than obvious reasons for my *cough werewolf* character)….that said, there are things I see my character being able to do down the road to ‘grow’ both in personality and mechanically, that might never occur if the progression is such that I can never afford a higher tier Talent, etc.

    I think a good progression is roughly about 25% advancement of character mechanically, 50% advancement of the story, and 25% advancement of the character’s personality (non-mechanics). There needs to be tangible, visible changes to the character’s mechanics as the game progresses, or I too fear that the player base may taper off. I for one don’t want to play a static character having the exact same abilities 2 years in as I did when the game began. I also don’t feel I want to rush to the end of the game either, so a nice balance will be necessary.

    John

    #267681
    Anonymous
    Inactive

    For me, one big disadvantage with the slow advancement in the campaign is that players who are better at character creation will have more mechanically effective characters for the whole campaign. If you are good at planning ahead (go for high ability scores, load up on non-background skills), you’ll be able to make a character that is strictly better from a mechanical perspective. Those differences would normally even out a little as everyone gets more SP. Because so few SP are handed out, it remains pretty obvious.

    It’s also rough to look at a cool heroic talent (or heaven forbid, a heroic fighting style), and know that you’d have to play for two or three real years to earn enough SP to purchase it.

    #268491
    Anonymous
    Inactive

    Hmmm…after two months I thought there would have been of a conversation about this. Anyway, I’ve offered up my thought on the matter on my blog. It’s nice to be able to break it all down in tables. I really hope I’m not the last word on this.

    Tom

    #268493
    Anonymous
    Inactive

    I totally agree with you Tom. Skill points are awarded way too little \":cry:\" I am in your campaign and after playing a few games I can better understand, and agree, with your argument. I can not see the point of having to play 15+ games in order to gain a talent. Most campaigns will not even last that many episodes \":!:\"

Viewing 15 posts - 1 through 15 (of 16 total)
  • The forum ‘Witch Hunter: Revelations Campaign’ is closed to new topics and replies.