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Cain
QUOTE
Um, right. That's just peachy, if you want characters with three 18s to be the norm. (18 18 18 10 10 10 is a much stronger build than 14 14 14 14 14 14). For spell-only types (sorcerers and wizards), 18 18 18 18 6 6 is probably a stronger build yet.

What exactly were we trying to accomplish with this system? Certainly not balanced characters. It's definitely more flexible, but it's also trivial to "abuse" (except that it's so easy that you can't really call it "abuse").

Then power it down. It's trivially simple to figure out how many points to offer; all you need to do is know what you want the average score to be. Drop it to a 12 or 10 average, 60-68 points. No problem, and no calculator required.

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Except I haven't seen a game that lets you advance meaningfully, is linear, and doesn't have caps that you hit very rapidly, possibly even during character creation. (I don't play games with Dragonball-Z style power progression; I can imagine an example from that genre.)

Well, we can look at the SR3 progression again. The advancement costs are linear as opposed to parabolic, with a step at the linked attribute levels for skills/at the racial starting cap for attributes. You've mentioned that you haven't seen many (if any) characters boost their natural stats up to the actual limit.

At any event, you seem to have issues with just about every character advancement system out there. Either they're too restrictive (it's too hard to reach the pinnacle) or too easy (everyone can reach it). I really can't see how adding a complexity level will solve the issues you're describing.

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Rather than mention the 8d6-initiative horrors that have been visited upon me, I'll just say that when one understands the benefit of min/maxing, one also understands how to circumvent it.

Yes. By a good thwack on the nose. That works far more often than any set of mathemagical maneuvering.

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Appropriate understanding of the mathematical consequences of rules can help ensure that if characters become unbalancingly potent, even in a limited aspect, it is because they have earned it (whatever that is supposed to mean given the setting).

And, you hurt the players who *have* earned it. Look, you're describing the same thing that M:tG tried to do--every time people developed a new uber-powerful rare card combo, they released a common card to nerf it. What you're describing sounds, to me at least, like you want to make things harder for both the players who "earned" it and the ones who didn't. You're adding additional complexities; this won't deter those who *really* want to force the issue, but might turn off legitimate players, who don't want to be burdened with all the calculations.

Let's try an in-game example. In all my years as a Shadowrun player, I only ever encountered one person who wanted to play a rigger using the Maneuver score. He was also a known munchkin, with an astounding level of abusiveness. He managed to cheat the system so thouroughly, it ruined the game for everyone-- he demanded that every last modifier be calculated, every time, and thus managed to continually hog the spotlight. A good player knows when to yield the spotlight to others; munchkins, by definition, don't.

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And the min/maxers can't get around such things without outright cheating.

You say that like it's surprising. Munchkins will tweak every rule, bend things so far, they might as well be broken. If they can conceal their cheating from the GM, by careful finessing of the numbers, they'll do it.

Besides which, munchkins will still find a way to abuse the system, no matter how you try to finesse it. You need to be firm to stop their abuses, you can't offer a sliding-scale.

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For example, suppose that all reaction enhancers cost an amount proportional to your current reaction in order to increase it. D'you think you'd have built a reaction 30 character then?

No, but I wouldn't have to. I'd still have such a high reaction compared to the other players and NPC's, it'd equally abusive. Remember, everyone else would be affected by that change as well, so their scores would drop as well. You've removed simplicity, and gained nothing.

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Unfortunately, the only way to get this nice behavior out of a system is to have the editor understand the mathematical consequences of every rule.

Exactly! So, if you make the progression simple enough that the editor can see every ramification, it becomes *harder* to abuse! The more complexity you add, the harder it is to see every possible permutation, and the more potential for abuse that you open up.

Why is it so hard to abuse the MCCT? Because you can easily double-check every number, that's why. Why are points more abuseable? Because it's a little easier to hide a few points here and there. Why is BeCKs a nightmare? Because you need to calculate a progression for every single stat in order to make sure the karma has been spent properly.

The simpler the math needed, the easier it is to see the mathematical consequences.

QUOTE
I'm not saying that mathematical analysis of role playing games is supposed to be simple, but I'm also not saying that players and GMs have to be burdened with a mathematics homework set every time they want to play the game. Rather, proper initial design, coupled with slightly more complex rules, can have widespread beneficial effects.

I'm going the other way. You should make the math of RPG's simple, so the analysis is easier. It makes proper initial design easier, and eliminates the need for more complex rules. Simplicity, not complexity, seems to deliver everything you're asking for.
Ellery
QUOTE (Cain)
You should make the math of RPG's simple, so the analysis is easier. It makes proper initial design easier, and eliminates the need for more complex rules. Simplicity, not complexity, seems to deliver everything you're asking for.

Except that there are no systems that work passably for all aspects of gameplay at the level of complexity you want! Zero! Zilch!

Not until you get to something as stereotyped as HeroQuest, anyway.

For example, you just suggested lowering the D&D stats to 60 total. Okay, I have 60 points. Now the ideal build looks something like 18 10 8 8 8 8 for characters where a strong attribute is really helpful. For fighters, I'd argue that 18 16 10 6 6 4 is a good build too. 18 18 6 6 6 6 and 16 16 8 8 6 6 are also pretty good. They're all way superior to 10 10 10 10 10 10. You have given me fewer points to play with, and I'm hitting the cap less, but you haven't made it rewarding for me to make a balanced character. Quite the opposite--I'm still being rewarded for making an unbalanced character. Do you really want your 10 10 10 10 10 10 fighter going up against my 18 18 6 6 6 6 fighter? I don't think so.

Maybe you can give me 48 points. Well, I could take 8 8 8 8 8 8 8. But wouldn't it be better to take 18 6 6 6 6 6? Almost always--yep. Here, we're so short of points that it might be better to take 14 8 8 6 6 6 if you need a more balanced character (but not if, for example, you want to be able to cast level 9 spells). Still no reward for creating a balanced character.

And so it goes, all the way down.

I'd be happy to take a simple system that wasn't broken. The problem is that all simple systems end up broken, and they cannot logically be anything but broken, while allowing decent levels of flexibility and advancement and encouraging balance.

Also, I'm not sure where you get the idea that you penalize people who have earned high scores if they have to pay higher costs for their high scores. That's what earning it means, right? That you've paid an appropriate amount for what you receive?
Sharaloth
hmmm. I'm not convinced either way yet. Think you could come up with four concrete examples from four seperate game systems to support your points? For extra points, none of them can be D&D or SR of any iteration (yes, that includes all forms of D20).
Cain
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Except that there are no systems that work passably for all aspects of gameplay at the level of complexity you want!

*shrug* There never will be such a thing as a perfect system. So, you can go several ways-- try and go for an elegant system, while acknowledging the flaws; or continually adding more and more niggling special-case complexity tricks to cover each one as it comes up. Personally, I prefer the former.

QUOTE
For example, you just suggested lowering the D&D stats to 60 total. Okay, I have 60 points. Now the ideal build looks something like 18 10 8 8 8 8 for characters where a strong attribute is really helpful. For fighters, I'd argue that 18 16 10 6 6 4 is a good build too. 18 18 6 6 6 6 and 16 16 8 8 6 6 are also pretty good. They're all way superior to 10 10 10 10 10 10. You have given me fewer points to play with, and I'm hitting the cap less, but you haven't made it rewarding for me to make a balanced character. Quite the opposite--I'm still being rewarded for making an unbalanced character. Do you really want your 10 10 10 10 10 10 fighter going up against my 18 18 6 6 6 6 fighter? I don't think so.

And you think removing the caps, but making it harder to reach the upper echelons, will make it more likely that munchkins will play nice?

If you use a more limited system, like the scaled-point cost in the 3.0 rulebook, you still see one or two 18's; you just see more low-mid range stats. So, you'd end up with an 18-18-6-6-4-4 vs a 12-12-12-12-12-12. Not much difference, there.

besides which, there's never a reward in playing a perfectly average character. It's in roleplaying the character's strengths and flaws that makes gaming fun. Allowing a limited amount of easy power-gain is an entirely fair way of playing.

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I'd be happy to take a simple system that wasn't broken. The problem is that all simple systems end up broken, and they cannot logically be anything but broken, while allowing decent levels of flexibility and advancement and encouraging balance.

Eventually, all systems are broken. You just have to toss enough experience points at them to make it so. Is the Shadowrun system broken, if the players are advancing too quickly? No; it could also mean the GM is handing out way too much karma and cash. I can break even the most complex advancement system you care to name, just by tossing a thousand times the usual experience points into the mix.

Complexity needs to be rated on a scale, because everything depends on how complex the system really is. But I guarantee you, every system can be broken-- and sometimes, the complex ones are the easiest to break! The simplest ones are often, in practice, the hardest ones to break, because they leave less room for fancy maneuvering. Logically, since all systems can be broken with an unpredicatble amount of effort, the first consideration should be playability. And simple systems are a great deal more playable than complicated ones.

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Also, I'm not sure where you get the idea that you penalize people who have earned high scores if they have to pay higher costs for their high scores. That's what earning it means, right? That you've paid an appropriate amount for what you receive?

What I mean is this: If I have to calculate a Fibonacci sequence to advance a given stat, I won't be inclined to do so, unless I'm extremely motivated. The effort required to calculate the next step, since it's so complex, will lower my enjoyment in the game. Good players will be turned off from that part of the game.

The only people who will be motivated to do so will be the ones who don't really care about enjoying the game for itself-- they'll care more about the power gain. In short, munchkins.

Remember my story about the maneuver score? People won't put in that sort of mathematical effort unless they stand to gain something from it. We all *hope* that it's more enjoyment of the game; but sometimes, it's metagaming and power-fantasies that push people.

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hmmm. I'm not convinced either way yet. Think you could come up with four concrete examples from four seperate game systems to support your points? For extra points, none of them can be D&D or SR of any iteration (yes, that includes all forms of D20).

Ok, let's start with the easiest and simplest. Unfortunately, it's also the one you're least likely to have heard of, soI'll try and explain in detail.

Everway was/is a diceless game, where you have 4 stats, plus two optional ones. The core 4 stats were the classical elements of Earth, Air, Water, and Fire; each stat governed a certain aspect of your character. The first optional stat was Magic, which was rated in power by the number of points you put into it; and the last one was special powers, which had a flat cost depending on how powerful/versatile they were, or how commonly it would see use.

You were given 20 points to spread among these attributes. A hero had to have at least 2 and no more than 9 in a given Element; the human average was 3, so it's clear that the heroes are meant to be significantly better than the human norm. Each level was roughly double the effectiveness of the previous one, so even a small difference could have huge effects.

So, you can see that an average hero would have a loadout of 5-5-5-5, assuming no magic or special powers. If you pumped any stat to a 9, you would end up with 9-4-4-3, assuming an equal spread. Not bad, except that you're at human average in one stat, and at half normal effectiveness in two others-- in short, you're deficient in 75% of your stats! You can't get two 9's, you wouldn't have enough points left over; you also can't get a 9-8. At best, you can get a 9-7-2-2; which leaves you completely enfeebled in half your stats!

Advancement in Everway is sort-of odd, since you don't gain XP as such. Instead, each game you get a "bennie"-- a reward of some sort, that will provide some sort of in-game benefit at a later date. Think of it as gaining magical items in D&D, but not so overpowering.

so, we have a very simple system, that is very difficult to break. The main weakness comes from a careless GM allowing in unbalanced special powers.

Storyteller system:The default chargen system is a template system-- you're given X amounts of points to spend, but they have to be spend in certain areas. So, you get 13 points for attributes, 23 points for skills, and so on. Later, there are "freebie points" that can be spent wherever you like; however, they don't go at a 1:1 ratio all of the time. All stats and skills are capped at 5 for normal humans; fortunately, normal humans are a rarity in WW games.

Advancement is very straightforward-- each category requires an expenditure of XP equal to (current rating x X). This is very simple mathematics, easily done without a calculator. New skills and special abilites have a flat cost associated with them.

So, we have a simple system, which is difficult to break, because you can readily account for every point. It still suffers from two flaws, however-- you reach the upper caps very quickly; and if you suspect cheating in the advancement process, it's hard to detect since you can't fully reverse-engineer the character.

GURPS is one of the classic systems, but unfortunately, it shows some of the power creep and excessive comlexity that plagues many of the earlier systems.

A basic GURPS character is created by points-- the GM assigns an amount depending on the desires power-level of the game. 100 points is listed as fantasy-average; while 400-500 is listed as superheroic. I've only played GUPRS as a superheroes game, so I'm going to use 400 points as my example.

To start with, you buy your basic attributes using a chart. You have 4 primary scores, all of which start at 10-- human average. You then buy them up; or, if you desire, you can lower them to gain more points. So, yould easily come out of this step with *more* points than you did going in; all you need to do is sacrifice a single stat. (The GURPS advancement chart, incidentally, is nonlinear-- I can't figure out what formula produced it, but the costs are far from fixed.) GURPS has no caps on stats or skills; however, the base book only has charts ging up to 20; and hints that any score above that is only applicable to superhumans.

The next step is to purchase Advantages and Disadvantages. Basically, advantages are nice things for your character, and cost you points; Disadvantages are limits on your character, which earn you points. Sounds simple enough, doesn't it? That would be very nice.

The truth of the matter is, you're instantly hit with a bewildering array of advantages and disadvantages. And even in the core book, there's quite a few that are listed as only working if the game world is going to be like "So!" What's more, all of the specific world/genre books contain their own lists of advantages/disadvantages, so things get even more complicated. Since a bewildered GM will be have to look up every point cost of every purchase in every book, it's not difficult at all to save up a few points here and there for later use.

Now comes the really tricky part-- skills. GURPS is a skill-heavy system, and just about everything boils down to a skill check. When buying skills, one point won't always buy you the same leve of skill-- it depends on the linked attribute, how difficult the skill is to learn, what advantages you have, and so on. To complicate matters, you can now spend less than a full point to acquire skills;you can spend half-points to acquire skill sets. And like before, many of the skills are split up into their respective world/genre books, so it can be very difficult to be able to check the costs on every skill.

So, under GURPS, it's very hard to reverse-engineer a character, and check to see if he's cheating. Advancement in GURPS is basically more character points-- it uses the same advancement system as chargen. Which does simplify things-- there's no need for spearate rules for creating and advancing a character, and everything a character can earn is opened up to newly-created ones-- but it doesn't *solve* the system's complexity issues.

Thus, we have an example of a complex, nonlinear system that is also difficult to play and generate characters for; worse, it's *easier* for munchkins to cheat in than the simpler systems.

Edit: D'Oh! Just realized that I only listed 3 systems. I have to sleep now; but I'll be along later and I'll add a fourth.
Ellery
Okay, I can do that. Games are fun, anyway.

Here's an example from Ars Magica, 3rd edition. At character creation time, you have 150 points to purchase levels of magical arts, using a triangle progression. (Basically, something like 2*art + d10 determines how powerful your spell is, and people resist with a number + d10.) They suggest a few ways to spend the 150 points.
  • Specialist. 16 4 2 1. You are a world expert in your specialty. Sages ask you for advice, and woe unto anyone who tries to best your magical power in that area.
  • Dualist. 12 11 3. Taken as a form/technique combo (magic is divided into both forms and techniques which are complementary), this provides awesome power in a narrow area.
  • Concentrated. 10 10 8 2 1. A specialized character with a secondary area of competency and a couple of minor tricks.
  • Widely adept. 7 7 7 7 7 4. Pretty good at a range of magic. You can hold your own in many situations.
  • Generalist. 6 5 5 5 5 5 5 4 4 3 2 2 2 2 1. You know all magic, just not very well. You know more tricks than the proverbial Fox, but nothing you do is that potent.
To know how these fare against each other, one would need to know the system better, but the basic idea is that you get power from flexibility or power from brute force, but you don't get both with one build. For example, a 16 2 1 1 1 1 1 1 1 1 1 1 1 build is possible, and gives a good deal of power, but the flexibility is so puny as to be effectively useless. A flat cost system just can't do this. (See my d20 examples--same idea here, except you spread things out wider.)

In Nomine uses a test mechanic that is basically a target number that you must roll lower than with 2d6. Generally, you must roll lower than your attribute (a value that ranges from 1 to 12). As a celestial (these are powerful beings) gets 9 "forces" to divide between three areas each of which has two sub-categories: strength/agility, intelligence/precision, and will/perception. For each "force" point that you apply to a category, you get four points to devote to a sub-category. The template build assigns three forces to each area, and divides the resulting 12 points evenly to get stats of 6 6 6 6 6 6. All linear. Here's the trick, though. Even though the point allocation is linear, the benefit is not, due to the probability distribution of 2d6. If instead, 1d12 was used, a build like 12 6 6 4 4 4 would provide the amazing power of never failing on tasks related to one attribute with only a modest decrease in success rate in other areas. But with 2d6, a 12 is only slightly better than an 11, while success rates fall more than a factor of two from 6 to 4. So the limited number of points plus the nonlinearity in the test conspire to make balanced characters a good idea. Of course, if you gain the ability to have quite a few points to throw around, buying 12s at linear cost then becomes a very good idea since you don't have to worry so much about failures once you get everything critical up to around 6 or so (the difference between 6 and 7 is often not so critical, but the guarantee of going from 11 to 12 can make a big difference for frequently-performed tasks).

Earthdawn uses a complicated system of "steps" to determine how many dice you roll. The basic idea is that tests related to a stat increase the average roll of your dice using a rather unique and not exactly correct progression of dice rolls. The basic mechanic for success tests is to roll those dice, with a linearly increasing average, against a target number (kind of like the d20 system but with a lot of twists that avoid the stale problems of unreachable TNs and stuff--the ED dice explode like SR3 dice, for example). Well, now you have all the potential problems with the d20 system if you buy stats linearly. Their purchase system is really weird, where it costs one point to buy each level up to 11, two points to buy 11 to 12 or 12 to 13, three points until you reach 16, and then two points thereafter. The values are capped at 18 and 2. This system is so confusing that when playing ED, I never noticed whether it worked or was broken--the range of three points followed by two tended to lead to scores of either 18 or 11, IIRC. This is an example of a nonlinearity that I think adds a lot of complexity and doesn't benefit the game any. It was probably an attempt to keep people from having too many stats at 18 due to the linear advancement of dice rolled.

Torg uses an unusual variant of d20 where the die explodes both on 10 (which adds 10, and you roll again) and 20 (which adds 20 and you roll again). This is then converted to an approximately logarithmic system by means of a table called the "bonus chart" which ranges from -12 (for a roll of 1) to 0 (for a roll of 11 or 12) to 7 (for a roll of 20) to 11 (for a roll of 40)...rather weird and not uniformly distributed, but the idea was to generate a logarithmic distribution off of an exploding d20. They sort of did. Everything else is measured on a more accurate logarithmic scale, where there are five steps for each factor of ten. Attributes add linearly to this system--a skill of 11 allows you to accomplish things that are ten times harder than you can accomplish with a skill of 6. Since tasks are converted to a log scale, and your abilities are linear, you get exponential advancement with each increase in skill. Therefore, amusingly, you're limited to 13 skill points for all your skills at creation time, and can't apply more than three to any one area, and attributes range from 7 to 14 and must be taken from pre-generated templates (most are around 11, so that after rolling d20 and using the table, you get scores from 0 to 18 or so, representing an astonishing 4000-fold range in outcomes). Torg is designed this way (kind of weirdly) because it's supposed to be an ultra-generic system (requiring decent performance over an incredible range of situations) and tends towards a superhero feel during gameplay. The core book doesn't even have advancement rules. There's no way at all do this with a linear system. With the logarithmic ranking of difficulty and linear skills, it sort of works. I wouldn't use the Torg rules for most games--really, an infant can out-wrestle an olympic lifting champion about one time in 400--but if the goal was universality, they got it. (And then didn't use it to its full potential, sadly enough.) The cool thing about the system that they use is that it does work just as well for superheros throwing aircraft carriers into an enemy city to destroy it, as for a cricket wrestling with a spider. If you spend the time to learn the rules, and want sorta passable rules to use in any imaginable situation, they fit the bill.

Anyway, all these systems use nonlinearities, with varying degrees of success. In almost every case, one can figure out why they did so, and in some cases there doesn't seem to be a linear method that isn't badly broken. I'm not familiar with any rigorously linear games (I tend to get into rulebooks that start seeming overly linear, identify an absolutely critical flaw, and then not buy the book...so I don't even know how linear of a system exists). I certainly wouldn't use all these systems for the same setting (they're setting-specific), but they each do something that one can't do with a linear system. And in some cases (e.g. Ars Magica) the nonlinearity is used specifically to generate tradeoffs between flexibility and specialization that one can't get with linearity.
Ellery
QUOTE (Cain)
If you use a more limited system, like the scaled-point cost in the 3.0 rulebook, you still see one or two 18's; you just see more low-mid range stats. So, you'd end up with an 18-18-6-6-4-4 vs a 12-12-12-12-12-12.
Yes, but what about 14 14 14 10 10 10 vs. 18 18 6 6 4 4? As a fighter, you have +2 in your three physical stats, as compared with a +4 in two and a -1 in one, and no ultra-weaknesses to exploit. The less-balanced character doesn't seem as clearly overpoweringly potent to me any more. (And of course I don't want characters to all be completely average; it's just that ridiculous extremes shouldn't be the best way to create an effective character unless you like ridiculous extremes.)

QUOTE (Cain)
What I mean is this: If I have to calculate a Fibonacci sequence to advance a given stat, I won't be inclined to do so, unless I'm extremely motivated.
That's what tables are for.


Also Cain, you've pointed out simple nonlinear systems. I'm not saying make stuff complex for the heck of it, I'm saying make things nonlinear even if it is a little more complicated.

For example, Everway uses an exponential skill system. I think the 9 4 4 3 build sounds pretty good, actually, given that the 9 is a whopping 16 times better than the 5 in that stat. Depending on how well you can use your strengths and cover your weaknesses in that system, an 16-fold advantage is pretty nice. You can throw stones at me while I throw cars at you. Sucks to be you, eh? Maybe you can outsmart me, but hey, I don't have to be that smart when I can throw cars all day long. But that's the point of the game, isn't it--to produce a superhero feel? So it uses an exponential power system, and ta-da, there it is.

The storyteller system uses the same triangle progression that SR does. That's not linear either. So while it's a good example of a simple and effective system, it's not a good example of a simple and effective and linear system.
Cain
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Here's an example from Ars Magica, 3rd edition.

I don't know enough about Ars Magica to comment; but I do know a bit about pyramid tricks, and especially about munchkins. If there's a way to push a single stat into the stratosphere, they'll take it; they'll cover their shortcomings by overwhelming force in one particular area. None of the pyramid scheme's I've seen in play have ever helped to reduce munchkinism.

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In Nomine uses a test mechanic that is basically a target number that you must roll lower than with 2d6. Generally, you must roll lower than your attribute (a value that ranges from 1 to 12).

It's been a while since I played In Nomine, and I borrowed the books from someone else, anyway. But I do recall that I was able to create a character with an effective 13 in one attribute, without being excpetionally weak in other areas. So, it doesn't matter how hard it is for me to push the score beyond that; I've already broken the system. Making things nonlinear doesn't help any.

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Earthdawn uses a complicated system of "steps" to determine how many dice you roll. The basic idea is that tests related to a stat increase the average roll of your dice using a rather unique and not exactly correct progression of dice rolls. The basic mechanic for success tests is to roll those dice, with a linearly increasing average, against a target number (kind of like the d20 system but with a lot of twists that avoid the stale problems of unreachable TNs and stuff--the ED dice explode like SR3 dice, for example).

Oh, gods. Ok, here's the problem with Earthdawn-- in general, the "steps" increased by switching to larger and larger dice, as opposed to simply adding more. So, you'd go from something like a d10 to a d12 to a d20. Now, there's two problems here-- the first is that the increase is clearly not linear. The value of gaining a "step" was highly variable.

The second problem with the Earthdawn system was that the increase in dice value didn't always translate into higher dice rolls. Sometimes, it ended up being the opposite. For example, on a d10, the average roll would be an 6. However, it could always roll under that, so you ended up with more variance showing.

And while I'm not sure of how the exploding dice mechanism works in Earthdawn, I do know how it works in Savage Worlds-- every time you rolled the maximum value on a dice, you could reroll it and add to the value. The problem here is, the bigger the die, the less likely it is to hit that number and explode.

Again, the nonlinearity of the system doesn't really help it; and from my experiences with it, the step system really slowed down game play, since we had to completely switch out our dice for every test we made. (Weapons gave you steps, so your attack dice would change depending on the type of weapon you were using, etc.)

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Torg is designed this way (kind of weirdly) because it's supposed to be an ultra-generic system (requiring decent performance over an incredible range of situations) and tends towards a superhero feel during gameplay. The core book doesn't even have advancement rules. There's no way at all do this with a linear system.

Again, I'm not familair with Torg-- but what you're describing has two elements that I don't like: random generation and planned classes. I'm not quite sure how the "pre-genned templates" work, but I'm generaly against any sort of class system. A generic template is fine; but specific ones smack of class-based games to me.

At any event, you're completely wrong about the last statement. Technically, Everway provides an exponential advancement with each increase in skill-- remember, each level is roughly twice as powerful as the previous.
Cain
QUOTE
Yes, but what about 14 14 14 10 10 10 vs. 18 18 6 6 4 4? As a fighter, you have +2 in your three physical stats, as compared with a +4 in two and a -1 in one, and no ultra-weaknesses to exploit. The less-balanced character doesn't seem as clearly overpoweringly potent to me any more.

They never do; the problem is how things actually work out in game play. For example, I continually hear stories about how broken Strength is in D&D 3.x. Strength allows you to hit more accurately, and cause more damage. So, assuming an equal load-out, the min/maxed character would be 10% more likely to hit than his counterpart. That might not seem like much, but in the d20 realm, that's a *lot*. Assuming we're discussiing 1st-level fighters, the stronger fighter also does 20% more damage, in relation to their hit points (always 10 for a 1st-level fighter). *And*, assuming that they're using normal longswords (d8 damage), the stronger character has a 1-in-8 change of killing his opponent in ine succesful blow-- something the weaker character can only accomplish with a critical hit. So, the broken character is still the better one in actual play.

And don't get hung up on just one straight-buy system. If you've got your heart set on that 14-14-14-10-10-10, just say everyone starts at 10 and has 12 points to spend.

Besides which, without a calculator, how long will it take you to produce the exact point costs to produce the scale you describe? And how long will it take for you to teach others to follow it? *That's* the real problem-- you're adding unnecessary complexity!

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That's what tables are for.

Have you ever seen a table containing a full fibonacci sequence? The book wouldn't be big enough! And what happens if you don't have your book on hand, or are sharing it with group members? You end up wasting game time looking up and cross-referencing stuff to advance your character, when you could have been playing.

Remember-- the less time you spend consulting tables, the more fun you can have gaming!

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Also Cain, you've pointed out simple nonlinear systems. I'm not saying make stuff complex for the heck of it, I'm saying make things nonlinear even if it is a little more complicated.

You know, first of all, you're the one who keeps tossing around the word "nonlinear" I have no idea why you're focusing so much on that; my argument has always been to favor simplicity over complexity. Basically, I'm saying to keep things simple, and avoid adding in complicated mathematics.

QUOTE
For example, Everway uses an exponential skill system. I think the 9 4 4 3 build sounds pretty good, actually, given that the 9 is a whopping 16 times better than the 5 in that stat.

First of all Everway has no skill system. That's just basic attributes. Second, Everway being diceless, a 16x advantage isn't mechanically any better-- there's nothing to multiply, and zero times anything = zero.

QUOTE
Depending on how well you can use your strengths and cover your weaknesses in that system, an 16-fold advantage is pretty nice. You can throw stones at me while I throw cars at you. Sucks to be you, eh? Maybe you can outsmart me, but hey, I don't have to be that smart when I can throw cars all day long.

The exact same thing can be said about any of the systems you describe. Heck, you flat-out said as much when describing Ars Magica; I discovered how to achieve it in In Nomine; we both know how to finesse things in Earthdawn, and I'll wager money that there's major loopholes in Torg.

QUOTE
The storyteller system uses the same triangle progression that SR does. That's not linear either. So while it's a good example of a simple and effective system, it's not a good example of a simple and effective and linear system.

The linear/nonlinear issue has been all on you, my friend. You're the only one who seems to be hung up on it. But since you've conceded the point, I'll accept that you think the simple progressions are better than the complex ones? (Oh, and why are you calling it a "triangle progression" The only triangle progression I know of is a type of fractals.)

And, just so you see where I'm coming from-- I assumed that by "linear", you meant a straight-line graph. I've been excluding parabolic and random graphs, calling those "nonlinear". However, the SR3 and Storyteller system, when graphed, produce straight lines; SR includes a step.
Ellery
A linear relationship can be expressed by the relationship a*x + d*y = c. Well, okay, that's affine. But normally we call this linear, and typically write it as y = m*x + b.

If you raise x by one point, you should raise y by m points. That's it. That's linear.

If you raise x by one point, and y doubles that's not linear. (This is exponential.)

If you raise x by y points, and y goes up one point, that's not linear either. (This is a triangle progression.)

In ED, the dice system actually is linear in step. The variance fluctuates a fair bit, but the mean is linear. It's linear and complicated. (Well, it was supposed to be linear; the way that the dice explode makes it slightly nonlinear; maybe they did the math wrong.)

And if you broke In Nomine with its mild nonlinearity (granted, it's not that hard to do), it'd be even more broken if the system were linear, because the slight weaknesses you might have had would've been even more slight.

I think I'm done with this conversation. I don't have enough confidence that we're even talking about the same thing to make it worth continuing. I've said multiple times already that I want systems to be as simple as will work. But you keep referring to broken systems that are broken because they are linear and would be less broken if they weren't linear and saying that you like that kind of simplicity because it's easy to understand, and anyway, anything can be broken (without providing examples of breaking something a little more complicated).

Well, I like systems that don't break so easily. Sometimes that means using somewhat more complicated mathematics, like it costing X+1 to advance a skill to X+1 from X.

This is called a triangle progression because the total cost looks like this:
# < - skill 1
## < - raise to 2
### < - and 3
####
#####
######
#######
See the triangle?

The total cost to raise to skill n from zero is n(n+1)/2. SR3's extra steps depending on attribute complicate matters without adding much balance, IMO. But the basic cost is still more complicated than "5 karma buys another skill point".
Cain
QUOTE
In ED, the dice system actually is linear in step. The variance fluctuates a fair bit, but the mean is linear. It's linear and complicated. (Well, it was supposed to be linear; the way that the dice explode makes it slightly nonlinear; maybe they did the math wrong.)

I'll take your word for it; but remeber, I'm not defending complex linear systems. I'm defending simple systems, ninlinear or linear. I'm particularily against progessive costs in chargen; I think they add far too much time and complexity.

QUOTE
And if you broke In Nomine with its mild nonlinearity (granted, it's not that hard to do), it'd be even more broken if the system were linear, because the slight weaknesses you might have had would've been even more slight.

Linear/nonlinear doesn't matter; all you need is a simple rule, saying "No score above 10", or something to that effect. Besides which, you couldn't make the system any more broken than it already was-- once you've broken 12, it doesn't matter if the score is 13 or 1313; it's funcionally impossible for you to fail, regardless.

QUOTE
But you keep referring to broken systems that are broken because they are linear and would be less broken if they weren't linear and saying that you like that kind of simplicity because it's easy to understand, and anyway, anything can be broken (without providing examples of breaking something a little more complicated).

I did-- check the post on GURPS a while back; also, we agreed that the D&D system is broken, and it's clearly nonlinear. In fact, it's random.

But what I want to see from you is, what you think a broken linear system to be. You haven't been forthcoming with discussions of other systems, either, my friend.

But if you want the comparison again-- SR3 points vs BeCKs. Points is straight-buy, not overly broken in and of itself, with clear cut caps and limits in place. BeCKs has the same number of limits, adds the complexity of a progressive cost, and has a major loophole in the initiation rules.

There you go. SR3 points is not broken significantly, making it nonlinear (like BeCKs) would not make it any less broken; it's simple and easy to understand, and functional; and I also provided you with an example of how to break a system that *is* a lot more complex.
Ellery
QUOTE (Cain)
They never do; the problem is how things actually work out in game play. For example, I continually hear stories about how broken Strength is in D&D 3.x. Strength allows you to hit more accurately, and cause more damage. So, assuming an equal load-out, the min/maxed character would be 10% more likely to hit than his counterpart. That might not seem like much, but in the d20 realm, that's a *lot*. Assuming we're discussiing 1st-level fighters, the stronger fighter also does 20% more damage, in relation to their hit points (always 10 for a 1st-level fighter).


Well, this is important too, because the size of the advantage is not so clear.

The 18 18 6 fighter has to choose the 6 for either dex or con. If he chooses dex, his AC will be 3 points lower than the 14 14 14 fighter, so even though he has a higher BAB, he'll hit his opponent 10% less. He'll have an extra +2hp from constitution, which is about 20% of starting fighter hps (and more over time) so he does still have a slight edge there, especially given the extra damage. He is superior, but not as overwhelmingly as if he were an 18 18 18 fighter.

That's the point of systems like this--you don't want to force someone to play exactly one kind of character. You want to encourage them to play the type of character that fits in the game world. If it's full of super strong, super tough, slow, dumb, ugly, foolish people, then pick a system that encourages 18 18 6 6 4 4. (An average peasant might be 14 10 6 6 6 6.) If it's full of more average people (including its adventurers/heros/whoever), pick a system that encourages 14 14 14 10 10 10. (The average peasant might be 10 10 10 8 8 8.)

Added in edit: you seem unwilling to recognize the problems caused by linear character generation systems, and suggest caps (which is the ultimate in inflexibility) to solve the problems. You'll note that I've consistently added flexibility as a criterion. I really don't know what else to say, other than to revert to the Socratic method, which doesn't work on boards very well.

Added in edit again (since we're editing and adding while the other is writing): I have already pointed out broken systems--the D&D method for points if the nonlinearity is removed, for example. Also, I consider SR3 suboptimal; the caps keep it from breaking at the cost of flexibility. This is why I always build advanced characters not with more build points but rather with standard points (or priority system) and then add extra karma. This allows the hard caps to be circumvented, but prevents the runaway abuse of a linear system.
Cain
QUOTE
The 18 18 6 fighter has to choose the 6 for either dex or con. If he chooses dex, his AC will be 3 points lower than the 14 14 14 fighter, so even though he has a higher BAB, he'll hit his opponent 10% less.

Color me confused. Which "he" are you referring to in the last two phrases? I'm not getting it.

QUOTE
That's the point of systems like this--you don't want to force someone to play exactly one kind of character. You want to encourage them to play the type of character that fits in the game world. If it's full of super strong, super tough, slow, dumb, ugly, foolish people, then pick a system that encourages 18 18 6 6 4 4. (An average peasant might be 14 10 6 6 6 6.) If it's full of more average people (including its adventurers/heros/whoever), pick a system that encourages 14 14 14 10 10 10. (The average peasant might be 10 10 10 8 8 8.)

Here's the important thing. Players will create what they *want* to create, and not what fits the game world. Unless you come out and say: "This is the type of game I want to play"-- the players aren't going to get the memo.

I don't think you should rely on a complicated character generation system to replace good GM-player communication. And I don't see how becoming more restrictive will stop munchkins-- it's far easier and better to weed them out before chargen, by telling them that you're not going for a high-powered game. That should turn them off, right away.
Cain
QUOTE
Added in edit: you seem unwilling to recognize the problems caused by linear character generation systems, and suggest caps (which is the ultimate in inflexibility) to solve the problems. You'll note that I've consistently added flexibility as a criterion.

Well, starting caps, at least. I haven't mentioned as much past chargen. But then again, I think we both agree that starting restrictions isn't a bad idea-- it gives them something to go after.

As far as flexibility goes-- note that the D&D system you describe encourages lower, balanced stats. What happens if someone *want* to play an extreme character? The system should support that as well; if they player won't abuse their character, then there's no problem with it.

Progressive-cost systems don't encourage flexibiltiy-- they focus advancement in specific areas, since it's so expensive. Balancing out a character is usually a low-priority; vastly improving in a character's chosen area of experties is generally more of a goal. By making advancement more expensive, you've made it less likely they'll spread out their points.
Ellery
With 18 18 6, you have +4 to hit, and a -1 to armor class.

With 14 14 14, you have +2 to hit, and +2 to armor class.

Net effect: Mr. 18 18 6 has a +2 net bonus to hit Mr. 14 14 14.
But Mr. 14 14 14 has a +3 net bonus to hit Mr. 18 18 6.

So Mr. 14 14 14 actually lands a hit 10% more often than Mr. 18 18 6. (Mr. 18 18 6 does, however, do quite a bit more damage, and has more hps, so he does come out on top, but not by as much as he would if he didn't get hit so much because of his low dex.)

QUOTE (Cain)
Here's the important thing. Players will create what they *want* to create, and not what fits the game world.
What determines what players want to create?

When was the last time that someone created a teleporting superhero with a ray gun for a Shadowrun game? How about a fighter/thief in metal armor who dual-wielded magical scimitars? How about someone with all attributes 6 and no skills?

Assuming you have the same experience I do with these things, why do you think that people didn't want to create these characters for a SR game (even though they work fine in a Marvel Superheros game, a D&D game, and...well...another D&D game with our 18 18 6 6 4 4 figher)?
Phoniex
No matter what gaming system you use. There WILL always be a optimal build of a character. It is impossible to get away from that. The key is making or choosing a system where changes to a character "work". So that if you choose poorly in designing your character it will be under powered. So that the game system means something. But at the other end of the spectrum, making 1 or 2 small changes to your character from the optimum build does not have a real hit in power.

Its a balance smile.gif
Cain
QUOTE
I have already pointed out broken systems--the D&D method for points if the nonlinearity is removed, for example. Also, I consider SR3 suboptimal; the caps keep it from breaking at the cost of flexibility. This is why I always build advanced characters not with more build points but rather with standard points (or priority system) and then add extra karma. This allows the hard caps to be circumvented, but prevents the runaway abuse of a linear system.

D&D doesn't get less broken if the nonlinearity is fixed. Don't forget, it's naturally a nonlinear system. As far as SR3 goes, what you're saying amounts to is that you still don't use progressive character generation; you use the straight-buy system, and then add from there. Besides, when creating advanced NPC's, I think most people simply assign the stats that sound good-- it's a lot simpler, and also solves all your issues.

QUOTE
What determines what players want to create?

Their own motivations, of course. If someone *really* wants to play Nightcrawler in a Shadowrun game, they'll keep trying and trying to force a teleport ability into the system. (Do a search on the old threads-- you'll see a *lot* of people looking for house rules for Nightcrawler. The only way of stopping them is a hard cap-- telling them outright that you're not allowing something that the system forbids.) And the ray gun is just an Ares Redline-- and I have had multiple players ask for one. It's only the hard cap against availiability that prevents it from appearing on starting characters.

QUOTE
How about a fighter/thief in metal armor who dual-wielded magical scimitars?

Adept with improved stealth, improved Edged weapons, and two weapon foci. I've seen that an awful lot.
QUOTE
How about someone with all attributes 6 and no skills?

Never "no skills"-- but only one active skill at level 1(2), yes. Granted, the attributes averaged a *lot* higher than 6, but I get what you're talking about.
QUOTE
Assuming you have the same experience I do with these things, why do you think that people didn't want to create these characters for a SR game <snip>

People *do* want to create these sort of things for Shadowrun games. In fact, the wrong sort of players want to create these sort of characters for whatever game they're in, even if it's Bunnies and Burrows. I've had players who wanted to play Anne Rice-style vamps, a were-unicorn, Jedi knights, the X-Men... the list goes on and on.

The only thing stopping them isn't mathematical disadvantages in the rules. What's stopping them are hard-and-fast limits in the system, that flat-out ban certain things-- that, plus good GM/Player communication, when they work together to determine what kind of characters will work best *and* will be fun to play.

You don't need a complex system. You just need a decent GM, who comes out and says: "Hey, guys, this is the kind of game I want to run. If you don't want to play this way, that's cool; but if so, I don't think you'll have fun in this game." That approach weeds out munchkins better than any amount of complex math you can throw at them.
Ellery
Well, you have very different players than I do. I recommend GURPS to your group--you can have all those character types coexisting and more.

I'd thought that the difficulty was min/maxing, but clearly it's not. The difficulty is that people think Wolverine is cool, and therefore they have to have regeneration, adaman...er...orichalcum bone lacing, and dikoted cyberspurs (never mind the mix of impossible and useless things they're putting together). Oh, and since he's Wolverine, he has to be badass, too. I have, rarely, encountered this type of player, and here I agree: no amount of carefully tuned rules (or even bold text in caps in the rule book saying specifically that they can't do something) will really dissuade such a player. That's up to the GM, because the player isn't playing Shadowrun. He's playing X-Men.
JongWK
QUOTE (Cain)
I've had players who wanted to play Anne Rice-style vamps, a were-unicorn, Jedi knights, the X-Men... the list goes on and on.

I'm so happy that I'm not the only GM who's been faced with such a player.
Cain
QUOTE
Well, you have very different players than I do. I recommend GURPS to your group--you can have all those character types coexisting and more.

Fortunately, I'm not gaming with those sort of idiots anymore. When we play Shadowrun, we play Shadowrun; and player honesty does a lot more for game balance than any mathematical advancement system.

QUOTE
I'd thought that the difficulty was min/maxing, but clearly it's not.

In all honesty, I've seldom had a problem with min/maxing; because good players will keep it within limits, regardless of what the system offers. Players can become powerful, but that's okay-- the entire game can be scaled up to the desired power level. As long as that's what everyone agrees on, then there's no problem. That's why the munchkin definition only comes when he's overbalancing a game-- it's because he's being disruptive, not because he's min/maxed.

QUOTE
I have, rarely, encountered this type of player, and here I agree: no amount of carefully tuned rules (or even bold text in caps in the rule book saying specifically that they can't do something) will really dissuade such a player. That's up to the GM, because the player isn't playing Shadowrun. He's playing X-Men.

Exactly. Although, to be fair, in most cases the player just wants to play a personal power-trip. Because that's what they want to do, no amount of fine-tuned rules or hard caps will stop them-- only a good thwack on the nose with a rolled-up newspaper.

QUOTE
I'm so happy that I'm not the only GM who's been faced with such a player.

I think we all have. You have my sympathies, though-- they're pretty common.
mfb
cain, i really fail to see how your argument applies to linear vs. non-linear creation/advancement systems. someone who wants to play wolverine will attempt to play wolverine whether the system is linear, non-linear, or completely diceless. having a linear system with hard caps isn't going to stop them any more than having a non-linear system with soft caps will. it won't even change the outcome.
Cain
That's rather the point. No matter how difficult you make it, they're going to try and break the system at any cost. So, for the rest of us, we might as well have a simple, straightforward, and easy system.

Since the munchkins will ignore any limits you set-- and good players will tend to follow them no matter what-- there's really no need for a complicated system, is there?
mfb
except for those of us who find that a certain amount of complexity allows for finer control of the character's statistics, making it easier for us to create character sheets which match our mental image of the character we have in mind. i mean, seriously, by your argument--and i'm not trying to be insulting at all, i really mean this--why not just play tri-stat, or something similarly rule-light? it's not like you'd have a lot of work doing conversions, or anything.

edit: non-linear creation/advancement also makes characters with high stats special, something to be proud of, because high stats are hard to get. this is a roleplaying game; there's nothing wrong with deriving pleasure from the fact that your character's a badass, especially when you have to work very hard to get there. with a linear system, high stats are run-of-the-mill. everybody's got 'em, who cares.
Cain
QUOTE
except for those of us who find that a certain amount of complexity allows for finer control of the character's statistics, making it easier for us to create character sheets which match our mental image of the character we have in mind. i mean, seriously, by your argument--and i'm not trying to be insulting at all, i really mean this--why not just play tri-stat, or something similarly rule-light? it's not like you'd have a lot of work doing conversions, or anything.

Funny you should mention that. I've discovered that Tri-Stat actually allows for better fine-tuning of a character than, say, GURPS. Shadowrun is actually more limited; but then again, it's supposed to be, because of the genre. At any event, straight-buy systems allow for more flexibility than progressive-cost ones-- just try comparing the range of characters that can be created under point-buy, versus the ones you can produce with BeCKs.

At any event, you play Shadowrun because you want to play Shadowrun, and not something else-- but even then, you don't have to needlessly punish yourself. Have you ever played a SR3 campaign where you consistently used the Maneuver score? 100% canon decking rules? Or do you simply houserule them away, in favor of something much simpler?

I love Shadowrun as much as anyone here; but let's be honest-- every system has its flaws. Although, in this case, I think you might be misreading my viewpoint just slightly-- I think the current "complexity level" of the two canon Shadowrun chargen systems are just about right. Ellery is the one who considers them to be "suboptimal".

QUOTE
edit: non-linear creation/advancement also makes characters with high stats special, something to be proud of, because high stats are hard to get. this is a roleplaying game; there's nothing wrong with deriving pleasure from the fact that your character's a badass, especially when you have to work very hard to get there. with a linear system, high stats are run-of-the-mill. everybody's got 'em, who cares.

No-- what makes high stats special is how the GM wants them to be. If the GM wants a high-powered game, he simply hands out a lot more build points, anf voila, you've got a lot of high stats. If he wants a lower stat average, he reduces the point allocation, and you have lower stats. You don't need to develop anything more complex than a rigorous straigh-buy system to achieve that.
mfb
you assume way too much GM tinkering, Cain. let's just acknowledge that the GM can change the game any way he likes, and then ignore it for the moment because we're discussing systems, not game masters. yes, the GM can just hand out more points. but the system has a default number of points to hand out, and a default averagish rate of karma awards. if a GM hands out more BP and/or karma than is recommended, he cannot legitimately complain that the system is broken when his players build more powerful characters than they'd have otherwise been able to do.

as for Tri-Stat v GURPS, i really don't know what to say. judging from that statement, the distance between our different understandings of gaming and characters is so vast as to be measured only in AUs.
Cain
I understand what you're trying to say; but I've discovered that the simpler systems allows for better fine-tuning than exceedingly complex ones. Tri Stat, being purely effect-based, seems to be better than GURPS for this sort of thing-- GURPS being mechanic-based. (Every GURPS sourcebook comes out with a ton of new special-case rules for a particular situation; the Tri-Stat books tend to not need as much.)

At any event, I've discovered that quicker and simpler systems make for easier and smoother gameplay. The SR3 rules, for example-- if you strip out the major problems, such as Rigging, Decking, and Open Tests, it becomes a perfectly simple and straightforward system, easy to run and smooth in play.
mfb
i agree that overcomplexity is bad. that's why i gave up on the rigger rules after several attempts. the decking rules i can handle and enjoy, but i recognize that i'm one of a very few, and am not opposed to reduction in complexity there.

you may have discovered that simpler systems allow for better fine-tuning for you. i have discovered that more complex systems allow me much more freedom. i honestly can't imagine the style of game you run/prefer to play in. when i want to create a character whose statistics reflect the character i've imagined, it's easier if i've got lots and lots of options to work with. more options, if they're balanced and realistic, generally means more complexity.

and as well, there's the fact that i enjoy mastering a system. for me, the mechanics are not just something i use as a vehicle for roleplaying, they're a game. i like deep roleplaying, don't get me wrong--but i also like winning games. it's easy to "win" a straightforward game, because challenges progress linearly. if the opponent is X levels (or whatever) higher than you, you can't beat him; if he's Y levels (or whatever) lower than you, you can't lose. you can skew that by introducing critical hits and the like, but that just means that the game requires more luck than it otherwise would. with a complex game, though, challenges are much more non-linear. you have to think and plan in order to win, and you can take on opponents that would normally be out of your league if you're careful enough.

Cain
QUOTE
you may have discovered that simpler systems allow for better fine-tuning for you. i have discovered that more complex systems allow me much more freedom. i honestly can't imagine the style of game you run/prefer to play in. when i want to create a character whose statistics reflect the character i've imagined, it's easier if i've got lots and lots of options to work with. more options, if they're balanced and realistic, generally means more complexity.

Let me try an example for you, then. Right now, my secondary gaming group is discussing starting a new superhero game. We've got several superhero systems on the table between us, so I've recently reviewed all of them.

The most complicated is Champions. Champions tries to be effect-based, but it doesn't do a very good job at it. It has lots and lots of options, but it's very hard to figure out what each of the options do-- I can't figure out the difference between buying the Armor power and simply upping my Physical Defense, except that raising PD is cheaper. Because of this, even with all the options availiable, the system seems to offer *less* flexibility than others do. Sample heros typically take 5-7 hours to create.

The next is GURPS supers. Now, I have a hard enough time with GURPS as is, so running a 400-point supers campaign only makes matters worse. GURPS offers more options than Champions does-- heck, GURPS is the supplemental splatbook king. And that's the problem-- there's way too many subsystems floating around, all GURPS-canon. What's more, I've played GURPS supers enough to know where all the loopholes are. I can generate a 400-point character that effectively uses over a thousand character points. The extra complexity of GURPS has hidden many of the more heinous abuses the system allows-- if the system were simpler and cleaner, the loopholes would have been exposed. Typical heroes can take anywhere from 8+ hours to days.

The final one is Abberant, by White Wolf. It uses a variant of the standard Storyteller template system-- it's a two-step process, where you start by creating the base character, then add superhuman points on top of it. It's only slightly more complex than a straight-buy system, but it allows at least as much flexibility as the others do-- and it's much simpler, and easier to use. Sample heros can be generated at the rate of 3-5 an hour.

QUOTE
and as well, there's the fact that i enjoy mastering a system. for me, the mechanics are not just something i use as a vehicle for roleplaying, they're a game. i like deep roleplaying, don't get me wrong--but i also like winning games. it's easy to "win" a straightforward game, because challenges progress linearly. if the opponent is X levels (or whatever) higher than you, you can't beat him; if he's Y levels (or whatever) lower than you, you can't lose. you can skew that by introducing critical hits and the like, but that just means that the game requires more luck than it otherwise would. with a complex game, though, challenges are much more non-linear. you have to think and plan in order to win, and you can take on opponents that would normally be out of your league if you're careful enough.

I agree with your general idea; but you don't need a complex system to achieve that. Simple systems can afford all kinds of complicated tactics and tricks, and they have the virtue of an easy rules-reference if there's an argument. Heck, in one live-action game (which, by their very nature, have to be simple and fast in their resolution system), my character single-handedly tricked a Demon God, and turned it into my personal b*tch. I pulled it of by using an application of the game mechanics no one had thought of before, and I did it right in front of their noses. For over a year, my name wasn't Cain anymore-- it was "Cain, that clever bastard..."

Anyway, thinking and planning can be core elements of any system. And in the so-called linear systems, tactics can be even more of an advantage-- it's more of a surprise to the GM and players when you pull off an "impossible" task.

Oh, and one other thing... everything you said you had a problem with occurs with astonishing regularity in D&D. In fact, I think that's specifically what you're thinking of? At any event, D&D is nonlinear-- chargen is effectively random. It's impossible to fine-tune a character using the nonlinear, canon D&D rules.
mfb
okay. at this point, i'm just going to have to say "nuh-uh" and leave it at that. i've never had any of the problems you've mentioned, the time it takes me to generate characters is far shorter, and i've never seen anything in a simple game like what you describe. i really can't imagine how you game, and i think that's where 99% of the differences between our view lie. we apparently do very different things with the systems we use.
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