Viewing 15 posts - 1 through 15 (of 38 total)
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  • #150403
    Anonymous
    Inactive

    well in all things that require choices, there are choices that are optimal and there choices that are not optimal, and that evaluation of optimal is different for each player and character concept. The more choices that you make the more opportunity there is to be on a not optimal path for your character. I would argue that mods are not targeted at optimal characters rather than the characters that are more middle of the road.

    If your a jack of all trades you are a master of none. This is a world where not all places, races, spells and weapons are equal and balanced. Optimality is very subjective, a character can be really good at one thing, and next to useless in another.

    One thing that has been in every mod produced is combat, its fairly easy to say that if you specialize in combat you will have a chance to shine in every mod. that’s not as true with diplomacy or wilderness lore or thieving skills (and the way to change that is to write mods or influence writers directly)

    in Arcanis there are multiple ways to specialize in combat, melee fighters, ranged fighters, spell casters of different stripes, and hybrids of those (not all hybrids mind you). My personal opinion is that the most effective character is one that maximizes the use of strain and recovery, but that is just one take on the idea.

    I would hazard a guess that its probably possible to optimize a lot of things, but you have to go into the project with that in mind, and a lot of people don’t play that way. and this has been an eternal problem in gaming, particular living campaigns where there is a very diverse set of players. to some people (like me) there is a lot of fun to be had solving the logical puzzles presented by optimizing characters, and some people have a lot of fun roleplaying their characters in social interactions, it takes all stripes of people.

    I don’t think there is one or even a small subset of dominant character types, I do however firmly believe that not all concepts are equally viable. for example I don’t see a good way to make a Dark kin character that’s dependent on a horn gore attack to be optimized (or even very survivable) However that might make a Great thematic trait or a good, opening move or finishing move or backup weapon type thing.

    #253312
    Anonymous
    Inactive

    repost for john to restart that discussion

    #253321
    Anonymous
    Inactive

    repost for john to restart that discussion

    I’m not sure I’m ready to really open up the can of worms this discussion could result in. I’ll see if I can get my thoughts together into coherent discussion points. I have a feeling (based upon past experiences) that my ideas are in the minority.

    John

    #253326
    Anonymous
    Inactive

    Well its a touchy subject granted, but i think you will find there are some interesting people on your side of the fence (as I perceive it) and I would rather talk about it than let it be resented in other places.

    I am of one opinion and I know my opinion is right for me, and it might not be right for you (or any other player) I am not trying to force my opinion on you or tell you that your opinion is wrong, I’m just trying to say different approaches get different results.

    #253328
    Anonymous
    Inactive

    Meh, I’ll weigh in right now.

    From what I’ve seen, the most optimized characters in encounters that I have been involved with have had a few things in common:

    1) They are Vals – This does not mean that ALL Vals are optimized, but in an adventure taking place in Human-centric territories, where even common-born Vals are viewed with a certain awe, this helps them out significantly. Also, several of the families have very useful Bloodline powers which gives them additional options depending on the families.

    2) Martial or Expert – In terms of sustained combat power and skill rolls, these two Archetypes are better (on average) than Arcane and Divine. Actually, Divine is probably the LEAST optimized, as if you keep to Church-related backgrounds and paths you can get a lot of overlap making you either very specialized, or possibly make you lose a talent or two.

    3) Use faster weapons – It seems to me that those who use faster weapons that are only 3-4 Ticks are much more effective in combat. Part of this is basic statistics, as they get more chances to swing a sword than the 5-7 tick crowd.

    4) Maximize Prowess and Quickness – These two stats seem to be very powerful for hitting, init, Avoidance, etc. Also, many of the lighter weapons tend to have the Quick quality, meaning that you can pump Quickness over Might.

    5) Spread your Skill Points around – Instead of focusing your Skill Points on specific skills, becoming awesome at them at Character creation, farm out as many of them as possible into skills you are not trained in. Keep essential Arcane/Melee/Ranged skills as high as you can go, but otherwise let them be free. After all, a +4 isn’t that much better than a +3, and by Tier V you’re looking at the difference of less than 10% overall.

    Are these sure-fire ways to win? No. However, these are trends that I do see more often than not. Hell, my character is guilty of some of these, though I will say that A) I created this character before the Rules were even fully written, and B) I am horrendously guilty of breaking some of these rules in other ways with that character.

    #253330
    Anonymous
    Inactive

    Cody i would posit a slight change, that they are Vals OR humans

    #253333
    Anonymous
    Inactive

    I know what I said, and I’m sticking to it \";)\". Humans have a lot of advantages too, but since this is for optimization, I’m saying what the most ‘optimized’ group is, and that is Val.

    #253334
    Anonymous
    Inactive

    I think the foundation of my argument is that while I agree that choices should have consequences, if the game truly wants to support an individual’s visions for their character concept, then reasonable choices need to be balanced. This doesn’t mean they must be equal, and some choices should offer a benefit in one area while having a drawback in another. Choices which have only benefits become the default standard and anyone not using those choices is considered ‘suboptimal’ or even ‘underpowered’.

    As an example:
    Say you want to play a character who specializes in tripping his opponents. You generally have 2 options in the game:
    Option 1) Use a weapon that is traditionally known for tripping foes (whips, flails, staves, spiked chains)
    Option 2) Use a shield (I’m sorry if it appears I am targeting anyone’s character, I’m not it’s just a good apples to apples comparison in my opinion)

    Option 1: The traditional build would take Weapon Training in one of the listed weapons, learn the Maneuver “Trip Foe”, and continue to benefit from their Weapon Tricks. The “Trip Foe” maneuver costs +2 (1) speed, is Advanced (so can never be combined), and does no weapon damage. In addition, three of the weapons this is most closely associated with (whip, steel whip, and spike chain) are saddled with arguably several very poor Weapon Tricks (Bypass the Shield and Rapid Strike namely). Finally, one of the weapons is the single most expensive weapon in the game (steel whip) and has no compensating benefit.

    Option 2: The shield build requires only Weapon Training (or Armor Training) in Shield and to use the Tier 1 (or 3) Weapon Trick Shield Slam. It’s a speed +0 (4), Base (so can be combined with many multi-target maneuvers), does weapon damage, and also pushes the opponent’s clock. The shield also has defensive abilities (though not usable when attacking) and some great weapon tricks (Assuming that Shield Defense works like Total Defense where the Recovery starts when you decide to act next).

    So if you want the more traditional option with the less than common weapons, you are left with many suboptimal choices which can combine to be very bad. Or you can choose the obviously optimized solution. In my opinion, for things to be balanced and for the choices to be based upon how you see your character, Option 1 should have some other benefits to it to compensate for the distinct lack of comparable effectiveness.

    This is just one example. Another is that of ranged weapons. If you want to play a ranged character, Bow (or sling) are your only viable options. While the bow has traditionally required more training, in the game, it’s just as easy to learn one as the other. For the choice to be based upon character concept, crossbows and flintlocks should be comparable, even if their strengths/weaknesses are different. However, bows have only strengths over the other two.
    – Cost less
    – Are much faster to shoot/reload
    – Have greater range
    – Have one of the best weapon tricks in the game (darken the sky)
    – Remove reload all together with 1 Talent

    Well I think that’s good enough for now \":)\" I look forward to more discussion.

    John

    #253335
    Anonymous
    Inactive

    John the best solution i can see to your dilemma is talents or a fighting style that changes those advanced manuevers to basic ones.

    I hear that PCI might have a book out soon, perhaps you can write up some suggestion and send em off to Pedro

    #253340
    Anonymous
    Inactive

    John the best solution i can see to your dilemma is talents or a fighting style that changes those advanced manuevers to basic ones.

    I hear that PCI might have a book out soon, perhaps you can write up some suggestion and send em off to Pedro

    I have some ideas, but honestly wasn’t aware of a new book for soliciting inputs. I was excited when I first saw Steel Dragon but it just wasn’t a good fit.

    John

    #253341
    Anonymous
    Inactive

    they dont usually solicit input, its something you have to be proactive about

    and the bit about a new book was the blessed lands book but i was being smartass

    #253386
    frootsnax
    Participant

    oohhh (fingers start moving) touchy touchy touchy …

    (takes soapbox and stands…)

    Optimization. Dirty word? Holy grail? Fact of Life?

    We all want the “spotlight” to fall on our characters at some point during the game where we appear to be the HERO. Getting that spotlight moment is usually either through clever role playing or through mechanical dominance. Seeking the spotlight through mechanical dominance is often what I think of as “optimization.” Usually this is through combat optimization but it doesn’t have to be. You can also optimize for making money, being the greatest artist of the generation, a great investigator, a diplomat etc etc. So. Do you feel the campaign (or the game) rewards your design? Do you feel like the spotlight is passing you by because of your build? Or, do you believe that others are keeping you’re character from shineing because they do what you want to do only better?

    If you are answering yes to any of these questions then we’re somewhere in the world of optimization.

    Here is a truth about the A:RPG. 80-90% of your character will be mechanically defined by your talents and your skills. (Your attributes and gear are also important … but IMO more static). So when we are talking about optimization we’re really talking about skills or talents.

    The skills are somewhat comparable to each other. Obviously you need a “combat” skill to make attacks with. But otherwise is Mettle more useful than Tracking? Is Perception better than Athletics? I am asserting that skills are close enough in utility that characters are not going to be made or broken by their “optimal” skill sets. Congrats! You have made Dr. McNinja. Master of stealth and medicine. And now please enter this social situation …

    Okay. So really if we’re talking about optimization we’re not talking about skills. We’re talking about talents and pseudo talents (like weapon tricks).

    That’s because Talents are not comparable to each other. Doubt this statement? Consider this list: Loyal Companion, Leadership, and Smite Infidel which are all to be had for 1 Talents. Now consider Animal Affinity, Apothecary, and Infernal Heritage: Big Horns which are all also 1 Talent. The lists do similar things. The first talents is “druidish” and potentially shows you are good with animals. The second talent potentially allows you to heal people. The last talent lets you pull out a special maneuver for extra damage. Do you think these talents are remotely comparable in “power?” How about Arcane Spell Casting (1 talent) and Born in the Saddle?

    So, to me, what we are usually talking about in questions of Optimization are problems with unequal talents. I think this comes down to two areas. 1) I want to be the best (diplomat/scholar/tomb raider) but I don’t feel like I get many chances to shine. & 2) I want to wield a (trident/steep whip/pistol) but I don’t think the mechanics to support these weapons are as powerful as other options.

    I have some sympathy for people who are in group 1. If your PC never had a chance to shine at the table why did you sit down? We can all be ordinary in real life. This is an issue for judges and module writers. I have some sympathy for other people who have chosen weapons or talents that are under powered. But you did make this choice. Yeah, your horns and the whip and the katar aren’t that impressive. But no one made you pick them. If you’re unhappy find another choice! Or if your concept really focuses on some odd weapon then go Grand Master and steal some tricks to add to your “whip” like shield slam (Shazam! And down they go!).

    Why is the game wonky this way? Its a first edition. St. Gygax had plenty of oddness in his first round of DnD which is the foundation we’re standing on. I am glad we have all moved beyond the concepts of THAC0 and negative Armor Classes.

    I have no idea how much optimization is too much. Actually that’s wrong, the point where your optimized build discourages other players from building the character they want to play is too much. But I don’t know where that point is until grumpy people start showing up.

    (surrenders soap box to next orator)

    #253490
    Anonymous
    Inactive

    Okay, my turn on the soapbox, I guess.

    The focus of the conversation, thus far has seemingly been on combat. So I’ll keep my comments centered there as well. (Although I respectfully disagree with Eric’s assertion that skills are not a significant part of the optimization equation.)

    I know that this is a game. And we play that game for fun and escape. But like real life, the game has to have a sort of… physics that sets the foundation for the rules. And that set of physics is modeled after real-world physics. (examples: People are roughly 6′ tall. Weapons fit the people and aren’t giant oak trees with handles. Travel speeds mimic real-life. Etc.) And in order for the game to feel more like a novel and not a cartoon, not everything can be equal. A wooden shiv might be really effective against an unarmored cellmate, but it’s not going to be an effective weapon against a knight in plate. And as much as I think my concept for an escaped prisoner who specializes in a shiv that he made from old toothpicks and Elmer’s Glue is a cool concept, it’s just not viable. It cannot be on par with a gladius, greatsword or halbard. If it was, then the setting would lose its credibility.

    Choices have consequences. We all like that about Arcanis. And as cool as a whip (to use John’s character as an example {apologies if that’s an issue}) is, historically, a whip was not a weapon used in combat. It was used mainly as negative reinforcement to train animals, prisoners and slaves. (And as a very nifty tool in archaeology by Indiana Jones.) To posit that all weapons should be equal is a problem. Some do more damage. Some are more easily concealable. Some rust! (But not in game, since that would just be more paperwork than it’s worth.) Some are better at putting an opponent on his back and others are better at keeping an opponent at a distance. In real life, some weapons shined at certain periods in history. And others never did. So as much as the idea of all characters being equal sounds nice to our enlightened, egalitarian ears, the reality is that it defies the underlying “physics” of the world to make it so. And the idea that my toothpick shiv is just as nice of a weapon as your katana would reduce the credibility and believability of the system to the point where it would not be nearly as much fun to play.

    I’d like to make one more observation while I’m here… The same is true of character races. They all have their plusses and minuses. And while they should all be on par with eachother, I’ve never liked the thought that they should all be equal. “Equal” in RPGs is analogous with “same”. Similar is good. Same is bad. (In the old AD&D system, Elves were far superior to other races and Rangers were superior to other classes. If you made an Elven Ranger, you were superman.) It was not balanced at all. (They use differing XP requirements to level up as the balancing factor, but it did not work.) In most modern RPGs, races and classes are all balanced with each other. They’re all very close in relative power levels. But if you try too hard to make them all equal, then you get that same generic, flavorless result. And that gets boring. If you’re goal for playing an RPG is to have fun, then try to forget about who’s outshining whom in combat and remember that you’re all a team working to tell a collaborative story. So what if Raistlin outshined Tasselhoff? They both were fun and interesting characters that helped form a hugely successful story. It’s not a competition. Nor is it a race. And it’s the differences that make the stories memorable.

    Okay, thank you for reading. I’ll vacate the soapbox, now.

    Scott

    #253492
    Anonymous
    Inactive

    And as much as I think my concept for an escaped prisoner who specializes in a shiv that he made from old toothpicks and Elmer’s Glue is a cool concept, it’s just not viable. It cannot be on par with a gladius, greatsword or halbard. If it was, then the setting would lose its credibility.

    Choices have consequences. We all like that about Arcanis. And as cool as a whip (to use John’s character as an example {apologies if that’s an issue}) is, historically, a whip was not a weapon used in combat. It was used mainly as negative reinforcement to train animals, prisoners and slaves.
    Scott

    I am glad to see this discussion picking up a bit.

    I’d like to address something which may have been misunderstood. I don’t expect every weapon to be good at attacking every target. In fact, I expect weapons to be good at what they are designed for. I expect daggers, short swords, and side swords to be good for lightly armored combatants attacking lightly armored targets and to have some versatility. I expect long swords and other medium type weapons to be versatile and generally good in a range of scenarios. I expect heavy weapons to be good at dishing out damage against heavily armored opponents. I expect shields to be good at defending and have a few attack options. I also expect weapons like whips, steel whips, spiked chains, and flails to be good at tripping and disarming.

    Choosing a weapon should be done based upon what you envision doing sigh it. If I picked a dagger and expected to do massive damage against heavily armored knights, that’s not going to happen. Hereford, when I say weapons should be balanced, I say it with respect to the weapon’s intended purpose. When you pick a weapon based upon its design and intent, and there are weapons not designed for this use which are much better in that capacity, that’s where I see potential balance problems. It also may result in people needing to pick weapons for mechanical benefits rather than purpose.

    Maybe, as others have said, I need to submit some maneuvers, tricks, or fighting styles that support my assertion. However, there are limited opportunities for these to become official, so I haven’t put a lot of effort into it yet. That will change \":)\"

    John

    #253510
    Anonymous
    Inactive

    If you’re goal for playing an RPG is to have fun, then try to forget about who’s outshining whom in combat and remember that you’re all a team working to tell a collaborative story. So what if Raistlin outshined Tasselhoff? They both were fun and interesting characters that helped form a hugely successful story.While those characters are fun to read and watch and enjoy, I do not want to play Tasslehoff while you play Raistlin. I don’t want to be Yamcha while you play Goku. I’m not saying Tas didn’t have a lot of great moments and do some awesome things, but in a cooperative game you can’t expect most people to be okay sitting that far on the side lines.

    Now I think that you might have just chosen two characters that couldn’t compare in game stat terms, but I agree to the point. And we haven’t even gotten to characters who are skill oriented instead of combat driven, or characters who are in the middle somewhere. Classes should be balanced not equal. Races should be balanced not equal. And with weapons, not all of them have to be balanced, so long as the common weapons are, there are enough choices and different weapons that one is granted a lot of great choices before running into a subpar weapon.

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