Conversation started Apr 9, 2014 at 1:59.
Apr 9, 2014 01:59
You guys ever have a PC who is just starting but desperately wants a baby dragon in her backstory as her animal companion?
Something similar.
@Rafe I once used a pseudodragon for that.
I'd kick her to the curb normally but trouble is she's my daughter!
@Rafe 4e theme: fey beast tamer refluffed to dragon mistress. no problemo
Using pathfinder, but yeah, that's kind of what I did
Apr 9, 2014 02:01
And of course there are a lot of systems where that's no problem at all, either because the system is self-balancing or doesn't care about that kind of balance.
What systems are those @BESW? Seriously interested
Which, the self-balancing or the unconcerned-about-that-kind-of-balance?
The only way such things worked well with games I've played in the past is where the GM was REALLY flexible, so much so that most of the tmie if you could come up with a story that was interesting and logical enough they'd let you have practically anything.
The last game I played with that GM I ended up becoming the Lord of Orthanc and commander of the goblin hordes below it. Wild game.
While the D&D community and the community of games built on it, like most of the d20 System games, consider balance to be paramount, a great deal of the RPG experience outside the D&D bubble just doesn't care.
Interesting post.
I'm not officially looking for a solution to anything though, just remembering old times and applying it to current days.
Apr 9, 2014 02:07
For a totally different way of looking at balance, try a system like Do: Pilgrims of the Flying Temple.
In that system, characters do two things: they help people, and they get in trouble.
(I'll second that recommendation, played with my group the other week and it's quite fun)
Your only major stats are two short phrases describing how you do each of those things.
lol, sounds like fun
So if having a baby dragon gets you in trouble or lets you help people, that's all that's important about it mechanically.
Come to think of it, that's how most of my Mage games turned out.
Apr 9, 2014 02:09
If it doesn't do either of those things, your baby dragon is mechanically unimportant but it's still totally cool to have.
So that system automatically balances anything you have or can do because it always fits into the "help people/get in trouble" framework.
There's nothing about a baby dragon that is mechanically better than, say, being able to sing nicely or having an imaginary friend living in your thumb.
Good point
D&D and its ilk belong to a subset of RPGs with the general philosophy that you should figure out what stats a thing has independent of its impact on the storytelling. This is intended to create "realism" and be "impartial" (your mileage may vary), but it also imposes stringent limits on what you can do without disrupting the "balance."
And it also leads to questions like this one.
I like how Pathfinder actually states in the GM manual that the characters can try to do anything. I try to impress that on my players. And usually even if it's outside the 'rules' I'll figure a way to make things happen for them. My main concern is personal, I am trying to impose a ruleset that I can lean on.
(In that question, someone is combining the "impartial realism" ethos with a "fiction first" ethos, which is fine--unless you care about balance.)
IE, he finds a scenario in which something is reasonable, then creates impartial rules for the thing, then discovers that the result-for-effort of the impartial rules are out of balance with the scenario.
"he finds a scenario in which something is reasonable, then creates impartial rules for the thing, then discovers that the result-for-effort of the impartial rules are out of balance with the scenario." - Such a short sentence, yet so many gems
Apr 9, 2014 02:19
This has been your whistle-stop tour of the contact zone between mechanics-first and fiction-first environments, in which I exerted a great deal of self-control in not mentioning the Fate engine.
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Conversation ended Apr 9, 2014 at 2:19.