Anatomy of Failed Design: Skill Challenges

General questions, debates, and rants about RPGs

Moderator: Moderators

Roy
Prince
Posts: 2772
Joined: Fri Aug 01, 2008 9:53 pm

Post by Roy »

Crissa wrote:I can no longer log in:
You have been banned for the following reason:
Backchat after a warning.

Date the ban will be lifted: Never
After pointing out the admin did not respond to the admin tools, but only to messages.

Funny, huh?

-Crissa

Myth weavers suffers from a slight bit of trouble of 'stop talking about it now;' and any indication of synchronous play over asynchronous; there is a definite feel that if you use their tools for synchronous play, they will not be happy. Also, they don't like adult situations or bad words in even private forums/messages.
Wait, was that ban on rpg.net or MW?

In either case, you're right about them. One of the admins got mad I went on damage control to stop some ROLEplayers from importing a specific brand of fail to ruin my forum and said something to the effect of leave the thread or leave the forum.

How did this adult situation thing come up?
Thymos
Knight
Posts: 418
Joined: Thu Feb 12, 2009 5:02 am

Post by Thymos »

Frank:

What designer left at Wizards is better than Mearls?

I mean, given the general attitude of forums it seems like there isn't anyone at wizards that is a good designer.

(while Iron Heroes is unfinished and could use some tweaking, I've had a lot of fun with it)
Starmaker
Duke
Posts: 2402
Joined: Fri Mar 07, 2008 7:54 pm
Location: Redmonton
Contact:

Post by Starmaker »

Thymos wrote:I mean, given the general attitude of forums it seems like there isn't anyone at wizards that is a good designer.
Mark Rosewater?
Last edited by Starmaker on Mon Apr 13, 2009 4:06 pm, edited 1 time in total.
RandomCasualty2
Prince
Posts: 3295
Joined: Sun May 25, 2008 4:22 pm

Post by RandomCasualty2 »

Thymos wrote: What designer left at Wizards is better than Mearls?

I mean, given the general attitude of forums it seems like there isn't anyone at wizards that is a good designer.

(while Iron Heroes is unfinished and could use some tweaking, I've had a lot of fun with it)
Yeah, I actually feel like Mearls has some decent ideas, it's just that he never actually refines his ideas and makes them work well. It's sorta the entire story of 4E. A lot of the base principles aren't bad, it's just they lack a lot of refinement.

I mean assuming they stick with the basic paradigms of 4E, the game may be good in a couple editions when they fine tune everything and are willing to speed up combat a bit and make the abilities more interesting.
User avatar
Gelare
Knight-Baron
Posts: 594
Joined: Sun Aug 10, 2008 10:13 am

Post by Gelare »

Crissa wrote:Myth weavers suffers from a slight bit of trouble of 'stop talking about it now;' and any indication of synchronous play over asynchronous; there is a definite feel that if you use their tools for synchronous play, they will not be happy.
Could someone explain to me what the difference between synchronous and asynchronous play is with regard to Mythweavers? Is synchronous play any time it takes less than 24 hours to resolve a round of combat, or what?
violence in the media
Duke
Posts: 1723
Joined: Tue Jan 06, 2009 7:18 pm

Post by violence in the media »

I just slogged through most of that RPG.net bullshit.... Wow.
Roy
Prince
Posts: 2772
Joined: Fri Aug 01, 2008 9:53 pm

Post by Roy »

Gelare wrote:
Crissa wrote:Myth weavers suffers from a slight bit of trouble of 'stop talking about it now;' and any indication of synchronous play over asynchronous; there is a definite feel that if you use their tools for synchronous play, they will not be happy.
Could someone explain to me what the difference between synchronous and asynchronous play is with regard to Mythweavers? Is synchronous play any time it takes less than 24 hours to resolve a round of combat, or what?
Synchronous play is where you're in the same place at the same time from an OOC standpoint. Tabletop is synchronous play. So is playing in a chat room or something. Asynchronous play is when you aren't in the same place at the same time OOC. Post tag, email, whatever. While synchronous play does take less than 24 hours per combat round, it is not defined by such.

They get pissed off about it because you're using their site to advertise competing products and methods basically. They also get pissed if you try setting up an email game using their forums, or anything other than a game on their forums. So it has nothing to do with synchronous vs asynchronous.
User avatar
Crissa
King
Posts: 6720
Joined: Fri Mar 07, 2008 7:54 pm
Location: Santa Cruz

Post by Crissa »

On Myth-Weavers:

Which is silly, because you're still leading people to their product, you're just not using all the features. And they've already said that anything on their site isn't private, so why would you not take part of your play to friday night coffee or SecondLife or email?

Yes, their use rules say that adult situations and content is a violation of terms. And since nothing on the site is guaranteed 'private'...

Anyhow, I think their method of shutting per thread/topic rather than the whole kit and kaboodle like RPG net is a superior response. It's similar to fbmf's rules here. And since they have so many forums, it's easy to just avoid the one topic or thread+forum, especially since they tend to lock them.

The one thing I don't get at Myth-Weavers is that they have an overall design which does not scale well, which means although they want to have a salable product in the end, I don't think they will.

-Crissa
Last edited by Crissa on Mon Apr 13, 2009 8:52 pm, edited 1 time in total.
User avatar
Crissa
King
Posts: 6720
Joined: Fri Mar 07, 2008 7:54 pm
Location: Santa Cruz

Post by Crissa »

ckafrica wrote:
You're getting this opportunity to change your ways because, again, I am awesome, and patient.
This is the line which really pissed me off.
Look, spamming and attacking is just breaking other laws, and it's just not kosher.

The real way to get back at such actions is to go up the chain of command and get the person fired or reprimanded. Fired, in this case, is probably the best option, as they're obviously making the ship go down.

Responding via a channel you don't wish to get responses from is inherently rude. It's like writing out responses when they're talking to you, and refusing to read anything they've written. Or calling on the phone and refusing to leave a phone number to contact. It's basic business protocol. If the moderator really wanted people to respond only in private messages, they'd send private messages to people, and then use public messages - without quoting or directing specific messages - to speak to the group at large.

Personally, I have sent a letter to the guy's boss, and if that doesn't work, I will forward to their boss's peers and company's investors, who may or may not side with me, but I will have at least tried to educate others about inappropriate, unprofessional customer service behavior.

-Crissa
Roy
Prince
Posts: 2772
Joined: Fri Aug 01, 2008 9:53 pm

Post by Roy »

Crissa wrote:On Myth-Weavers:

Which is silly, because you're still leading people to their product, you're just not using all the features. And they've already said that anything on their site isn't private, so why would you not take part of your play to friday night coffee or SecondLife or email?
I'm guessing it's because they only get paid off ads. Spend less time on the site, you see less ads. I dunno. What's this about the no private thing?
Anyhow, I think their method of shutting per thread/topic rather than the whole kit and kaboodle like RPG net is a superior response. It's similar to fbmf's rules here. And since they have so many forums, it's easy to just avoid the one topic or thread+forum, especially since they tend to lock them.
This too. What is it in reference to?
The one thing I don't get at Myth-Weavers is that they have an overall design which does not scale well, which means although they want to have a salable product in the end, I don't think they will.
Wait, what? What are you talking about?
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Post by SunTzuWarmaster »

Btw, even Penny Arcade, who are now WotC fanboys were commenting in a podcast that the skill challenge was so "wonky" that is was better to simply not use it out of combat.

Heh.

Problem:
PCs numbers 1-4 Aid Another on the PC5 roll?

Solution:
Ban Aid Another.

Can people seriously think that this is the correct solution? I mean, it takes exactly one challnege for everyone to go: "Okay, I don't use Aid Another, I just let him make the roll."


---edit--- God there's more:

Why do the PCs act like a Skill challenge is something to be beaten?

The skill challenge isn't broken. Read it like it is and use the Skill Challenge rules from <other RPG>.
Last edited by SunTzuWarmaster on Mon Apr 13, 2009 9:59 pm, edited 1 time in total.
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

You know, that's what really pisses me off about Skill Challenges.

Many, many skill challenges are set up in such a way so that if you take a turn, you fucking hurt the team. What the fuck are you to do if your wizard is supposed to take part of the 'infiltrate the castle' skill challenge? Well, you could use increasingly ridiculous skills and justifications ('I use my History skill to see if I can find whether this family believed in secret tunnels!') or you could try a skill that you know that you're probably going to fail at.

Since nobody actually wants to take the option labelled fail the skill challenge and let down you friends then obviously these poor bastards are going to go with Aid Another or try to pass their turn. I mean, fuck, that's some basic mothershitting common sense there. I don't want to be the guy who fucks up my friends' plan because I had the misfortune to play a fighter in a social skill challenge.

And you know what these people trying to ban Aid Another and turn passing do? ROFL MAKE THEM ROLL THE SKILL ANYWAY.

You know what? FUCK THIS GAME MECHANIC. How mean-spirited do you have to be to force players to do something that they know that they will probably fail at? What kind of sick fuck intentionally tries to make hapless PCs shoulder the burden of letting down their friends?

I mean, Skill Challenges are for shit, but when people are confronted with a workaround for this fail that points out the flaws in this asinine system and their response is 'make them fail anyway', this kind of thing makes Lago really, really... mad.
Last edited by Lago PARANOIA on Mon Apr 13, 2009 10:30 pm, edited 1 time in total.
koz
Duke
Posts: 1585
Joined: Mon Jun 02, 2008 2:39 pm
Location: Oz

Post by koz »

Starmaker wrote: Mark Rosewater?
From what I've seen of MtG lately, hardly. MtG is becoming more and more like 4E - they're coming down hard on things which aren't a problem while encouraging things which frankly are. Oh yeah, and dumpster diving for the win in the latest expansion sets, as that's about all that matters.
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.
DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.
Image
koz
Duke
Posts: 1585
Joined: Mon Jun 02, 2008 2:39 pm
Location: Oz

Post by koz »

We clearly have here another case of 'suck a barrel of cocks' wording not going right. :tongue:
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.
DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.
Image
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Thymos wrote:Frank:

What designer left at Wizards is better than Mearls?

I mean, given the general attitude of forums it seems like there isn't anyone at wizards that is a good designer.
Rob Heinsoo. His work on Feng Shui and Shadowfist was very good. I know that he can make a playable product that meets or exceeds expectations.


I mean let's face it: the best thing Bill Slavicsek ever made was the Pokemon Jr. Adventure Game ("Pokemon Emergency!"); James Wyatt is a litany of crazy like Magic of Feyrun; Stephen Schubert is only known for Fiendish Codex 2 and the Truenamer; and Andy Collins needs no introduction.

But the fact is that the chances of you having a lot of talented people on staff when your product is 4th edition D&D is not terribly high. Seriously, that system blows, what did you expect from the people who made that system? Frankly the only surprise on that list is Rob Heinsoo. He made good stuff once upon a time, so I don't know what happened.

while Iron Heroes is unfinished and could use some tweaking, I've had a lot of fun with it
Now, you can have fun with a flawed product. Fuck, you don't need any product at all to have fun. I would sit down and play the Pokemon Junior Adventure Game right now, because honestly the design flaws it has wouldn't bother me during an actual game of it because I would spend half the time saying "Mudkip!" rather than particularly trying to win.

But that doesn't mean that we should praise the people who made those games that we had fun with in spite of their flaws. You should offer praise to people who made those games you liked because of their strengths. Iron Heroes does not have any strengths. It's just a set of lofty design goals and some incompatible notes on potential subsystems that might fit into a game that actually met those design goals. But none of them do.

Seriously, take it apart. After you "tweaked" it until you had something that met the design goals at the beginning, would you have anything left of the subsystems that Mearls actually scribed before he abandoned the project? I submit that you would not. Let's go system by system:

Monsters: We know that the characters aren't compatible with the monsters in the D&D monster manual. They aren't even supposed to be. The numbers are all wrong and they don't have access to the kinds of supernatural asskicking required to fend off a CR 3 Shadow or even a CR 1 Lantern Archon. So that's a complete non-starter. But the monsters in the Iron Heroes book are no better. They aren't really matched to player strength in any meaningful fashion by level, so they are pretty much not usable. Which means that after you remake the players into whatever you're going to make them into, you're going to have to reform the monsters from scratch. Ouch. Remember that you're going to need to make a system for creating monsters that meet whatever the power benchmarks that you set are - not just write a bunch of monsters that happen to not break the game when introduced as antagonists in your personal game.

Masteries: Mike Mearls does not know what the word "otherwise" means. But even leaving that aside, the masteries don't work. The biggest problem is that having a higher mastery does not by itself do anything - it's just a prerequisite for spending one of your finite feat slots on something that does do something. Those feat slots in turn are of equal value but the things you purchase with them are specifically not. It's a mess. It's a mess in which organic characters can specifically screw themselves later in order to get something decent now. And it's a mess where the mastery levels you gain now only mean anything in the context of the category you are actually spending a feat on, because your mastery level on every other category doesn't count. So if you wanted anything vaguely fair you'd want to rewrite the entire feats and masteries system into something that wasn't such a minefield of character obsolescence. Which would, by the way, be completely different.

The Magic System: What the heck is this crap? Popping enemies into no-save iron cages at level 3? Having characters become more and more likely to explode when they try to cast a "level appropriate" spell effect as they gain levels? The inability to seriously threaten anything in the game at any level with magical fire? The entire magic system needs to be rewritten. Ground up. Even the names should not be kept lest their cursory similarity cause people to accidentally carry over any of the rules or subsystems from the original fiasco of a manuscript.

The Abilities: There is little in the way of class balance. Furthermore, the entire process of token accumulation basically completely falls apart when players multiclass. Often even if they stay in a single class. Really, people want to play an Archer/Executioner/Weapon Master because that sounds like how you might go about making a crossbow sniper assassin. And the fundamental assumptions of how classes work are going to have to be replaced with ones that allow that to not be a logistical nightmare. And then all the classes are going to need to be rewritten to fit that.

What's left? I mean, the traits are not very balanced, the combat maneuvers have the 3.5 problem where Grapple doesn't work - except that's suddenly important because players are supposed to be using basic combat maneuvers all the time. So there should be substantial rewrites in those sections as well.

Iron Heroes has the design goals of being a fast paced heroic adventure game in the vein of D&D except with a magic level more akin to that in Beastmaster, The Court Jester, or The Scorpion King. Those are great goals to have if you're writing a game, because a lot of people want that. But like everything else Mike Mearls has ever written, it doesn't actually meet those specs. It's just a bunch of first ideas. The only merit it has is to light a fire under your ass to hopefully make you write a working system of your own. And maybe you'd call your new system a set of "Iron Heroes house rules."

-Username17
RandomCasualty2
Prince
Posts: 3295
Joined: Sun May 25, 2008 4:22 pm

Post by RandomCasualty2 »

FrankTrollman wrote: Iron Heroes has the design goals of being a fast paced heroic adventure game in the vein of D&D except with a magic level more akin to that in Beastmaster, The Court Jester, or The Scorpion King. Those are great goals to have if you're writing a game, because a lot of people want that. But like everything else Mike Mearls has ever written, it doesn't actually meet those specs. It's just a bunch of first ideas. The only merit it has is to light a fire under your ass to hopefully make you write a working system of your own. And maybe you'd call your new system a set of "Iron Heroes house rules."
Well in all fairness, 3.5 is pretty much the same way.

Nobody plays 3.5 without house rules either.
Amra
Knight
Posts: 400
Joined: Fri Mar 07, 2008 7:54 pm

Post by Amra »

There's "house rules" and there's "rewriting large sections of the system from scratch". House-ruling D&D 3.5 mostly just needs brick walls built in front of obvious abuses and some common sense applied when absurdities crop up. Iron Heroes takes it to a whole new level of fail.
RandomCasualty2
Prince
Posts: 3295
Joined: Sun May 25, 2008 4:22 pm

Post by RandomCasualty2 »

Amra wrote:There's "house rules" and there's "rewriting large sections of the system from scratch". House-ruling D&D 3.5 mostly just needs brick walls built in front of obvious abuses and some common sense applied when absurdities crop up. Iron Heroes takes it to a whole new level of fail.
I dunno man. I mean the tomes are a huge set of house rules for 3.5.

I've never seen a system with as many house rules as 3.5 had. Even 1E/2E wasn't as house rule heavy.
Last edited by RandomCasualty2 on Tue Apr 14, 2009 4:26 pm, edited 1 time in total.
Amra
Knight
Posts: 400
Joined: Fri Mar 07, 2008 7:54 pm

Post by Amra »

You're right, the Tomes are a huge set of house rules for D&D, but they were established with the avowed intention of doing a rewrite; not because 3.5 was unplayable, but because it could have been done better, and because the classes were vastly imbalanced.

The fact that warriors suck relative to spellcasters doesn't make them unplayable, it just makes them suck relative to spellcasters; that's completely playable if you've got a hard-on for warriors, haven't noticed the imbalance (it's amazing how often that happens) or otherwise Just Don't Care. Iron Heroes contains a load of stuff that's in-your-face unplayable out of the box and needs rewriting before you can use it even if you don't care about the levels of suck. Mearls had a mature existing system to work from as a starting point - in all its flawed glory - and still made a pig's ear of it.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

Oh yeah, you can play 3.5 pretty much straight from levels 1-12 as long as you don't Chain Bind, Shadow Over the Sun, or Money Whore - and remember to give the Fighter his secret "Artifact Sword" class feature by level 8. Often this doesn't require house rules of any sort, because the broken parts are handlable with a simple gentleman's agreement.

-Username17
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

FrankTrollman wrote:Monsters: We know that the characters aren't compatible with the monsters in the D&D monster manual. They aren't even supposed to be. The numbers are all wrong and they don't have access to the kinds of supernatural asskicking required to fend off a CR 3 Shadow or even a CR 1 Lantern Archon. So that's a complete non-starter. But the monsters in the Iron Heroes book are no better. They aren't really matched to player strength in any meaningful fashion by level, so they are pretty much not usable. Which means that after you remake the players into whatever you're going to make them into, you're going to have to reform the monsters from scratch. Ouch. Remember that you're going to need to make a system for creating monsters that meet whatever the power benchmarks that you set are - not just write a bunch of monsters that happen to not break the game when introduced as antagonists in your personal game.
I certainly won't deny the magic system problem, nor your complaints with the mastery system. I found a couple variant classes to alleviate the ability issue, and I've yet to see a single player actually conceive of multiclassing. However, I don't get the issue with the monsters. Have I just been lucky with my group of players or something? I pull stuff out of the MM regularly, using their CR guidelines, and I've yet to hit any more a snag than if they were a normal group.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
fbmf
The Great Fence Builder
Posts: 2588
Joined: Fri Mar 07, 2008 7:54 pm

Post by fbmf »

[TGFBS]
Post related to the proposed (but not, to my knowledge, executed) SPAM campaign (even those only tangently related) removed. Drop it. Now.
[/TGFBS]
Last edited by fbmf on Wed Apr 15, 2009 1:05 am, edited 1 time in total.
User avatar
angelfromanotherpin
Overlord
Posts: 9691
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

FrankTrollman wrote:What's left?
His hack of the skill system is decent, in that it eliminates the cross-class nonsense while still encouraging class-appropriate skills. The part where you use your skills for combat bonuses isn't too bad, and the part where you can take a penalty to hit to also interrupt a monster ability is probably more likely to be entertaining than disruptive. The rewrite of conditions like negative levels and petrification to not need magic to deal with is also convenient.

I'm not saying that it's worth the cover price, but those are things I found useful.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Post by SunTzuWarmaster »

Seriously, what would be the problem if we said "everything is a class skill for everyone". I really still don't see people taking things out of character. Your cleric/ranger is still the best spotter, your wizard is still likely taking Knowledge and Spellcraft, and your spellcasters are still taking Concentration. Your sneaky-types are taking sneaky things. Your fighter-types are taking whatever the hell they want, because no one really knows if a fighter is a Drow War Party (with ranks in spellcraft/hide/move silently), a Master Explorer (with ranks in Knowledge(dungeoneering)/Climb/Use Rope), a King (with ranks in Knowledge(nobility)/Knowledge(architecture)/Diplomacy), or a Protection Money Collector (with ranks in Bluff/Intimidate/Slight of Hand).

Really, it is just a big win to anyone with a high Int, meaning that they can do more out of combat activities. Our house rule was that you could go up to 1/2 max ranks in a CC skill, and our Tome Summoner took ranks in Escape Artist for escaping rope snags when riding. People take the skills that they want to USE, and saying that Knowledge(nobility) is twice as hard to learn for anyone that isn't a Paladin/Bard is stupid.
User avatar
Kaelik
ArchDemon of Rage
Posts: 14491
Joined: Fri Mar 07, 2008 7:54 pm

Post by Kaelik »

SunTzuWarmaster wrote:Seriously, what would be the problem if we said "everything is a class skill for everyone".
But then Monks wouldn't be balanced against Wizards. Because right now they can make spot checks and Wizards can't. If Wizards had Spot as a class skill, that would be broken!
Post Reply