Experience for random-monster hunters

Ideas and suggestions for game mechanics and rules.
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psycho_leo
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Post by psycho_leo »

yavanion wrote:Psyco leo
Disable device - no
Hide - no
Knowledge - no
Listen - no
Move silently - no
Open locks - no
Perform -no
Search - no
Spot - no
Spell craft - no
Taunt - no

Umd - no
I won't argue the others as I agree, but consider this.

Wouldn't a ranger that spends his days stalking orcs in the forests and killing them become better at sneaking around, percieving signs, setting traps and ambushes?

A warrior that throughout his life fight many different creatures wouldn't acquire some amount of knowledge about those creatures, their habits, weakenesses, strenghts?

Wouldn't a rogue that has to disarma trap or open a door before the big ogre cleaves him in two adding to the tension become better at this then a rogue that does these things when nobody is looking? Same thing goes to the bards perform skill. Its one thing to use your music to inspire people when playing in a tavern and its a whole other deal to do that when surrounded by trolls.

Spellcraft allows a caster to identify the spells that are being cast, perceive magical auras and effects. Isn't it harder to do in the heat of battle? So a mage that is capable of doing that in the middle of a fight is better at it than the one that only practices in a mage tower.

Taunt can be used directly in combat, so don't get me started.

You seem to be under the impression that fighting is just about swinging a sword. Its not. Swinging a sword is only a factor in winning a battle, and not the most important one. The most important thing to win a fight is trategy and that inclused putting all your abilities to use.
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yavanion
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Post by yavanion »

Psyco leo

I dont deny what you say... but lets turn the reasoning, can you learn fighting through training in a village, all skills have aspects that could to some extent be "explained" why you learnt them... And yet you argue that killing this should give you more progress then through other means of training ... i simply lack to see your logic, you have said yourself that many things give you skill, knowledge so why persist that killing things should give you more ? ... i dont want to deny people that want to fight to learn that way, why do you wish to hinder non-combat characters to learn their craft or trait through other means ? ... 1 hour killing = 25xps, 1 hour crafting, statics, fishing, shroom picking = 25xps ... But in the end main Xp reward should be from RPing

Ps: As for your example of Lockpicking, Disable device, Spellcraft etc... it has nothing to do with combat, if i were a DM, i would ask for a Concentration or Discipline check, to see if the rogue wizard etc could focus on the task
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psycho_leo
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Post by psycho_leo »

yavanion wrote:Psyco leo
so why persist that killing things should give you more ? ...
If only because killing a dragon is harder than milking a cow.
Current PC: Gareth Darkriver, errant knight of Kelemvor
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Drankathar
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Post by Drankathar »

Look muffin head, picking "shrooms" isnt going to make you an expert adwenture, it isnt going to teach you how to cast gate, it isnt going to help you learn that next ballard. Choosing to focus on non-class specific skills is all well and good but it shouldnt help you to progress in your chosen class, unless ofcause you want to adwance as a 1hd "shroom" picker.

D&D is a game of ADWENTURE its not Shroom picking & fairy dancing. Combat Exp isnt going to go away. Period. Dont like it? Go play The Sims series or something.

oh and: *rolls Persuade* 20 +nat score of 21 = 41. Now you have to take my word as gods, so stop beating a dead horse.
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Killthorne
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Post by Killthorne »

Doilies & Dowelrods. Isn't that what D&D stands for?


I thought we've been over this.

*edit* Given much thought about this.. I really dislike the bard class for what it is. ( No offense to current or past bards but... man) Who the hell wants to hear singing while engrossed in life or death combat? Mostly it's painful death throes while intestines are spewed in the name of good or evul.

~Killthorne
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psycho_leo
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Post by psycho_leo »

Killthorne wrote:
I thought we've been over this.
We have.

Image
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fade
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Post by fade »

Yav. What you obviously failed to read, though I honestly cant tell because your method of typing is absolutely inane and utterly incomrehensible without spending more effort in reading it than I particularly care to put into it, is that taking more risks should net you more of a reward. Sorry but there are almost NO non-combat situations that give as much risk as combat ones, thus as a general rule, combat challenges and RP should award you more xp then non-combat challenges or RP. You are taking more risk by choosing to engage in combat.

I sum up again.

Higher risk = Higher reward. It SHOULD.
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White Warlock
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Post by White Warlock »

ATD said it, and nobody caught it. Basically, this is D&D, and it is not realistic. No amount of reworking will make it realistic, because the further you pull it away from D&D, the less it will be respected for being D&D.

In other words, this is D&D, it's not realistic, and no amount of tweaking is going to change this. People play D&D because it is D&D.

You don't like it, create your own game. ALFA attempts to recreate Faerun', a game world full-dependent upon D&D. And while we will try to fill the moments, in which no DMs are present, with things to do, there is no denying the limitations of the system we must work with, or the obstacles that must be overcome when working with automated scripts.

What we don't need, are insults and insinuations of favoritism. If you want something done in this community, present a 'way' to do it, rather than attack others for not figuring it out for you.

As to XP for combat, it has been part of D&D from day one and you cannot remove it without causing a mass exodus of D&Ders. We play D&D because it is D&D, not because it is 'your' concept of how an RPG should be run. If you have an issue with XP for combat, because all other forms of XP are not being addressed, then present means for it to be done when DMs aren't present. But, i seriously recommend abandoning this crusade against combat-obtained XP.
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yavanion
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Post by yavanion »

WW

as i pointed out several times, i have nothing against combat xps, but as you yourself pointed out, when there is no DM, combat characters can step out in the wild and gain XPs and progress through killing, while non-combat characters are at a disadvantage, exactly as silly as shroom picking will give you combat experience, is gaining lockpicking skill just couse you killed a orc...

And thats why i state that there has to be oportunities for all types of characters to progress on equal terms...

In DnD tabletop, there are scedualed mettings there is allways a DM that can balance things between character types... in a persistent world, this does not exist all the time, therefor there needs to be in my eyes things to do, for all progress on equal terms...

Psyco leo
"If only because killing a dragon is harder than milking a cow."
Well a warrior with all his combat skill, will fail utterly running a farm, exactly as a farmer will fail utterly in killing a dragon... you dont learn to run a farm killing dragons, and you dont learn killing dragons by running a farm... now do you ?


But oh well atleast we agree that RP should be main source of Xps for progress :wink:
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Post by HEEGZ »

yavanion wrote:But oh well atleast we agree that RP should be main source of Xps for progress :wink:
Disagree. I'd definitely award much more XP for killing things during a DM'd quest than the accompanying RP. While I am here for RP, the points ATD brought up, as far as XP being a reflection of the combat related skills, etc. that accompany a level up in the D&D system, I have to say I agree with him as far as what XP means. In short, a purely RP character will not, and should not, level up at the same rate as those PCs that choose the hard life of adventure over the safe life of a farmer, smith, etc. A battle hardened adventurer will have much more experience with combat and all that entails, that a commoner type of PC build will never hope to attain among the safety of his chosen profession.
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Mayhem
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Post by Mayhem »

HEEGZ wrote: In short, a purely RP character will not, and should not, level up at the same rate as those PCs that choose the hard life of adventure over the safe life of a farmer, smith, etc.
I agree with you on that. Tradesmen should not get the same rewards as "adventurers".

But there are plenty of valid adventurer concepts that are not very good at killing monsters. Sweeping them under the carpet alongside butchers, bakers and candlestickmakers is a disingenius argument.

You can play an expert spy or conman who risks life and limb going deep under cover, where discovery means death, taking risk every bit as much as a fighter standing up to a troll. You could do that in opposition to other PCs, where discovery will result in your CVC death even without a DM present, (and I know that several players have done just that) - and despite your risks, your RP, your constant struggle, your hard work you will get less reward than the guy that takes his longbow and, standing safely atop a cliff, shoots a bunch of goblins.

****

As for the "Risks vs rewards" thing, frankly, its not that valid an argument. Except vs magic using mobs, the AI simply is not bright enough to present a major risk of death to any combat orientated PC that is played in an intelligent manner (at least from L3 upwards). At the very least, combat XP for mobs should be reduced to reflect the fact that these creatures are not fighting at anything like their full potential.

After all, if we are taking the risk factor into acount then my aforementioned guy shooting goblins on the other side of impassable terrain, at no appreciable risk to himself, wouldn't be getting the XP for killing them.

****
White Warlock wrote: What we don't need, are insults and insinuations of favoritism.
Agreed. Note that the insults in this debate are primarily stemming from folk on your side of the argument. Not from you, but from others.

As for favouritism - ALFA, as it stands, does favour the characters that are capable of surviving extreme violence. That's not a wild accusation of favouritism, thats a simple statement of fact which really cannot be disputed.

(Ironically, those that come closest to disputing this fact are the ones that are saying they hardly get any XP from combat - in which case they should have no problem with seeing that practically nothing turned into actually nothing.)

***

And let me clarify something. I am not trying to nerf fighters. I would like to see the slaughter XP that they lose by not getting 10 XP a head for (eg) randomly slaughtering some bandits replaced.

Replaced partly by DM reward using the automatic XP logger that some servers already have in place, so that if they are killing things because it is IC for them to do so, they get rewarded for that.

And partly by there being actual statics that they can participate in that require their combat skills. Instead of going out and randomly slaughtering some bandits, they go and do it because they are asked to by the militia, or the merchants guild, and they get XP for completion of the task.

But by the same token there would be other statics available that the combat folk would most likely lack the skills for (or not be offered). These might even involve the same monsters - a rogue might be tasked to sneak in and steal something, a social based character might be required to approach the bandits to complete a hostage negotiation.
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psycho_leo
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Post by psycho_leo »

Mayhem wrote: But there are plenty of valid adventurer concepts that are not very good at killing monsters. Sweeping them under the carpet alongside butchers, bakers and candlestickmakers is a disingenius argument.
Most of the combat we should be having in ALFA is supposed to come from party adventure. Therefore the XP that is awarded by such combat should be divided among the party members, including the ones that can't handle direct combat.

Mayhem wrote: You can play an expert spy or conman who risks life and limb going deep under cover, where discovery means death, taking risk every bit as much as a fighter standing up to a troll. You could do that in opposition to other PCs, where discovery will result in your CVC death even without a DM present, (and I know that several players have done just that)


Sure. You can play that kind of PC. And that kind of PC would be rewarded by a DM. Either on the spot or late by RP scripts.
Mayhem wrote: As for the "Risks vs rewards" thing, frankly, its not that valid an argument. Except vs magic using mobs, the AI simply is not bright enough to present a major risk of death to any combat orientated PC that is played in an intelligent manner (at least from L3 upwards). At the very least, combat XP for mobs should be reduced to reflect the fact that these creatures are not fighting at anything like their full potential.
A high lvl PC can wade through a sea of goblins and make it out without a scratch, but if you want I can show you some pretty deadly places in ALFA, even for high lvl PCs.
Mayhem wrote: After all, if we are taking the risk factor into acount then my aforementioned guy shooting goblins on the other side of impassable terrain, at no appreciable risk to himself, wouldn't be getting the XP for killing them.
Exploiting that is not allowed. Thank you.
Mayhem wrote: As for favouritism - ALFA, as it stands, does favour the characters that are capable of surviving extreme violence. That's not a wild accusation of favouritism, thats a simple statement of fact which really cannot be disputed.
Yes. We like to call them successful adventurers.
There are ways of non combat PCs getting XP (static content, RP scripts, DM awards). You can dance around it all you want, but the fact is D&D is a combat based game. The whole point of D&D revolves around adventuring, finding treasures and killing nasty monsters.

Now I will respectfully bow out of this discussion. Honestly this will not lead anywhere. Combat XP will not go away. You could be trying to reason the advantages that allowing multiple PCs would bring to ALFA and you would be getting the same results.

Edit - Fixed quotes and spelling
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Mayhem
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Post by Mayhem »

psycho_leo wrote: A high lvl PC can wade through a sea of goblins and make it out without a scratch, but if you want I can show you some pretty deadly places in ALFA, even for high lvl PCs.
So? I can show you places where a Combatant PC can pick up a couple of hundred XP at with negligable risk to himself.
psycho_leo wrote:
Mayhem wrote: After all, if we are taking the risk factor into acount then my aforementioned guy shooting goblins on the other side of impassable terrain, at no appreciable risk to himself, wouldn't be getting the XP for killing them.
Exploiting that is not allowed. Thank you.

Really? Because it sounds like perfectly acceptable guerilla tactics to me. If you know you are a better shot than the goblins, and have sharper eyes, a bit of clifftop sniping seems like an obvious choice both IC and OOC. Assuming you have an IC reason to kill them, of course.

Works even better against big muscled, but small brained monsters.

Of course, if there was no XP involved, it wouldn't be an exploit. ;)
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Post by HEEGZ »

Mayhem wrote:And let me clarify something. I am not trying to nerf fighters. I would like to see the slaughter XP that they lose by not getting 10 XP a head for (eg) randomly slaughtering some bandits replaced.

Replaced partly by DM reward using the automatic XP logger that some servers already have in place, so that if they are killing things because it is IC for them to do so, they get rewarded for that.

And partly by there being actual statics that they can participate in that require their combat skills. Instead of going out and randomly slaughtering some bandits, they go and do it because they are asked to by the militia, or the merchants guild, and they get XP for completion of the task.
I think you have finally gotten down to your actual problem. Proper application of other sources of XP besides combat. Having more static content would be great, we just need people who are willing and able to make these sorts of things. Also, Ronan has his stuff he's working on which should address many of the combat related issues, and help prevent exploitation to some degree. Personally, I don't have the skill to do what Ronan is doing, nor static quests for that matter. Whatever ends up in the Live servers will be whatever other people put effort into creating. As for myself, I will only be able to contribute on the DM side of things when it comes to XP sources.
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psycho_leo
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Post by psycho_leo »

Mayhem wrote:
psycho_leo wrote: A high lvl PC can wade through a sea of goblins and make it out without a scratch, but if you want I can show you some pretty deadly places in ALFA, even for high lvl PCs.
So? I can show you places where a Combatant PC can pick up a couple of hundred XP at with negligable risk to himself.
But you wouldn`t be picking an appropriate challenge for your PC, would you
Mayhem wrote:
psycho_leo wrote:
Mayhem wrote: After all, if we are taking the risk factor into acount then my aforementioned guy shooting goblins on the other side of impassable terrain, at no appreciable risk to himself, wouldn't be getting the XP for killing them.
Exploiting that is not allowed. Thank you.

Really? Because it sounds like perfectly acceptable guerilla tactics to me. If you know you are a better shot than the goblins, and have sharper eyes, a bit of clifftop sniping seems like an obvious choice both IC and OOC. Assuming you have an IC reason to kill them, of course.

Works even better against big muscled, but small brained monsters.
Intelligent creatures would just go around your "impassable" terrain. Stupid creatures that coudln`t find their way around to you would also not sit and play pin cushion for your amusement. They would flee at the very least. The reason we have "impassable" terrain is poor AI and limitation imposed by the engine (no way to climb, etc). So if an archer stands on top of the hill shooting orcs that simply don`t move around to get him or flee (the archer got up there didn`t he so there must be a way) he is exploiting all that.


Now I am really out.
Current PC: Gareth Darkriver, errant knight of Kelemvor
Se'rie Arnimane: Time is of the essence!
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