Okay, that's pretty dumb.Seerow wrote:Bruce: If the fighter is 100% damage for example, then maybe this other class is 80% damage/combat and 20% exploration, or some other mix of game elements.
And there goes the last shred of hope.
I don't know if that stun thing means they're going to have an effect of Stun that will be explained in the spell/power (like how Daze works) and have a glossary entry or if they're just going to say "Stun: refer to X" (like how Charm X works). Worst case scenario, they completely remove defined status effects.
That's only the case if that's not rhetoric for "we have simple classes for simple people but if Basic McFirstEdition wants to, he can take some kit that gives him (meaningless) bonuses!". Having very few options does not necessarily mean you stay with very few options. Now if Monte said "there are lots of people who want very few options throughout their career", then you'd be absolutely right. Given the next sentence, it's a reasonable assumption to make that Basic McFirstEdition would be gaining abilities as well as the game progresses.FrankTrollman wrote:Staggering and alternating vertical and horizontal advancement can give people more instances of tangible advancement without hitting your project's wall of projected complexity limits or RNG divergence. It's a good idea.MDH wrote:Second, what they actually said isn't irreconcilable at all, just poorly worded and marketing speak-y. Advancing through gaining options while curtailing numerical expansion, as well as having simple characters that can be advanced through modular abilities (which they're probably just bullshitting us and mean "feats") is not only reasonable, but something you talked about doing back in the Fantasy Kitchen Sink/Lago's Kickass D&D Marketing thread.
But that's not what he's saying. Read it again: he specifically calls out the gaining of options as being optional for the simple character. But he also said that gaining options was something that was going to be done to keep the RNG from breaking. This quote:
Says that the intention is that character growth will be staggered and alternated between numeric bonuses and new options. That's a fine idea. I support that notion. But look at the next quote:Monte: Instead of the figher getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate.
This is bullshit, and completely incompatible with the previous quote. If gaining options is the thing you're doing to keep the RNG from breaking, gaining options can't be fucking optional. It can't be something you "might" do as your character progresses, because that entails that gaining options is something you "might not" do instead.Monte: Running a few playtests, I had at one long term table a guy who hadn't played since 1st editon, a guy who was more 3rd edtion and a guy who was recently in to 4th. The guy who hadn't played in 1st edition didn't want a lot of options. This solidified in my mind, along with the other evidence we've seen, that there are a lot of players who want to have very few options on their character sheet. As a game goes on, that guy might see some of the cool things that other classes are doing and might want to add some of those modular abilities. This is something that is easy to do and change as the character progresses - he can pick up some of those more modular options if he wants after that point.
Since we already committed to having the numeric bonuses going up slowly, if we make new options optional, we have empty levels.
-Username17
Optimistically, that means gaining cross-class abilities, new options, or possibly even completely remaking a character at points is simple and encouraged within the system.
If certain classes just have no ability to gain options ever because "simplicity", then you're right and it is incompatible bullshit.
If it's rhetoric, then they're probably rehashing the 4e/Essentials character paradigm where certain classes start with only a few abilities and others have a more robust amount, but everyone gains options.





