Showing posts with label System Design. Show all posts
Showing posts with label System Design. Show all posts

Saturday, April 6, 2013

World of Darkness: House Rules Draft 0.1

My last post was a long list of problems with one of my favorite RPG systems, World of Darkness. A couple weeks ago (4 weeks ago? 5?), I did have a sit down with two members of my gaming group and started trying to hash out some house rules. As I remember, we generally agreed what the problems were though their opinions on why those things were problems and how they should be solved sometimes surprised me.  Also, I meant to write this post the next night but I was busy, and then one week turn into two, then three and so forth, so I might be forgetting things, though I did take some notes at the time.

One of the key things we agreed on was that the World of Darkness system needs to be dark and gritty but not necessarily realistic. There are plenty of stories in the genre of dark and gritty where heroes walk off gun shots and stab wounds that should require immediate trips to the hospital. Moreover, World of Darkness is a game that needs to be fun to play, so we should avoid rules that put characters out of action for extended periods of time. Doing so only leads to having frustrated players sitting on the side lines.

Also, the following is just a draft and none of it has been play tested.

Monday, July 23, 2012

Fighters vs Wizards, A Simple Solution

One common complaint about D&D 3.5 is that spell casters completely outshine physically based characters (such as fighters, barbarians, rogues, rangers, etc.) at higher levels. For the sake of simplicity, we will refer to the first group as “wizards” and the second group as “fighters.” In my experience, however, this isn’t much of a problem around levels 5-8. Below that level, if anything, wizards are weaker than the fighter type characters. This is one problem I think everyone would like to see fixed in the new version of the game.

Thursday, June 14, 2012

Candid Conversation on 5th Edition and Fighters vs Wizards


The following is a candid conversation between two of my friends on facebook. Figured it was relevant and an interesting read beside.

---Lewis F



Alastair Yee
Gave the playtest material a look over. Truly have mixed feelings. I do like clerics and the wizard. The fact that their spells are pre chosen for the purpose of the playtest is nice. The fighter looks decently tough and damaging, but I feel like its highly lacking. It just looks so sad at 1 page compared to every one elses 2. Rogue was decent but the need for advantage means either you need a defender dwarf or attack every other turn.

Kent Carmine
Well, the info we have on the system is very limited, so there's a lot we don't know. There will probably be more ways for rogues to gain the advantage for sneak attack, for example (and remember that in 3.5e there