original article is here
What kind of steps are you guys taking to make sure we don't see a big difference in complexity between classes like the fighter and the wizard (and why shouldn't there be a complexity difference between the two?), and what are you doing to avoid the linear fighter/quadratic wizard issue ? (I have no idea what the fuck they are talking about here)
The linear fighter/quadratic wizard phrase, for those of you unfamiliar with it, refers to an environment where the fighter progresses at a steady pace, with its output increasing by a relatively set amount at each level. The quadratic wizard, on the other hand, gains output increases both from additional spells (more spells = more output) but also from those spells dealing more damage and having more powerful effects (turning people to stone, instant death, etc.). Thus, the wizard eventually outstrips the fighter in output thanks to an ever-increasing series of gains over many levels (ah, the classic "weak as shit as a newbie, but a powerhouse at higher levels". ever notice that intelligent adversaries always target the casters when the DM plays them right?).
To address the first part of the question, I think it's OK for it to be possible to have a big difference in complexity between the fighter and the wizard, if that is what the player wants. (but couldn't we just design a variant caster class, say "sorcerer", and have that be the simple wizzie?) What is important is that if the player chooses this path, we want to ensure that there remains parity in his effectiveness despite the difference in complexity. We've already shown how this is possible with the slayer fighter from Essentials; complexity of options is lower with the slayer, but the slayer can still retain parity of effectiveness with the other classes. I've said it before, but one of the best things we gained from the design and development of 4th Edition is a handle on how to examine the math behind a character's effectiveness (again, IMHO, removing the "soul" from the game), and there are even more steps we can take to accurately gauge a character's capabilities given the last five years of experience working on that game. Whether a player chooses to play a complex character or a simple character, making sure that character has parity with the effectiveness of the other members of the party should always be a goal. (does this mean everyone is just as effective as everyone else, both in and out of combat? was there any out of combat actions in 4e that weren't "combat" with the serial number scraped off?)
When we look at providing options for character building, however, symmetry does not need to be a goal. The goal should be to provide a satisfying experience that does what the players want. Take, for example, the fighter. In a previous column, I mentioned that the fighter could serve the need for a low complexity class, and also have options to serve the needs of those who want a high complexity class. It is important when examining ways to build in that complexity that we focus not on symmetry, but on the needs of the player who plays the more complex character. I would argue that what the player looking to play a complex fighter needs (in broad, generalized terms; I full well realize that every single player's needs are different) includes things like having multiple options for things to do on their turn, have some expendable resources, have the ability to expend those resources for great effect, and have some ability to customize a fighting style to match their vision of the character. (Note that I chose to focus on combat here, but the same points can apply to exploration and interaction). Those goals can then be married with story goals, and verisimilitude (SAT word for the win) needs, and a host of other goals to, hopefully, produce the fighter that meets the players' needs. (I feel this whole paragraph is a bunch of over thinking by a game designer. make the game fun, and the rest will take care of itself)
There is a challenge in making sure that higher-level non-spellcasters have a good variety of unique, and compelling options available to them (if the wizard can fly, teleport, and travel the planes, what does the rogue do?) (umm, roguish shit perhaps?), but that's something we solve by making available those creative options; again, parity of compelling options, not symmetry of mechanics. I think we see some great examples of compelling mechanics for non-spellcasters at higher levels in 4E, especially in epic destinies. Take the Thief of Legend's ability to steal intangible things, or to basically be so good of a thief that he can steal something and have it appear in a place of his choosing. (so, the thief in 4e gets magical powers? now I'm really glad I skipped 4e)
We have some game tech developed for 4E that helps a lot here; for example, rather than being petrified instantly, we might use the method that requires you to fail two saving throws before becoming petrified, allowing the player (and his or her allies) to try and intervene in the process (I hope the first fail is at least the equivalent of a slow spell). And we may look at something like level drain and say, "Here's a mechanic that is both scary, and causes some game play issues," and then try and find a new solution that retains its sense of danger without using the exact same mechanics. (I'll reserve judgement so far. little info here)
The other important element when dealing with monsters that have scary abilities is education. We need to be able to communicate to the DM when a particular monster is suitable for a straight-up fight, and when it should be used more carefully. For example, if a medusa can instantly turn you to stone, that's fine, provided that the DM knows that a medusa shouldn't be just casually tossed into an adventure without first dropping hints to the players (allowing them to be prepared for the medusa when encountered) or being aware of the consequences of using a monster that instantly petrifies foes. (actually, this is also very "Old School" in nature. forewarned is forearmed)
Resource expenditure is not the only source of fulfilling tactical and strategic play, but it is a perfectly valid one. Just as valid are things like target selection, knowing when to take risks, choosing the right tool for the job, knowing how to mitigate randomness, having backups ready in case of failure, and balancing a trade-off between accuracy, damage, and defenses. Moreover, it's a perfectly valid choice to decide that one wants to eschew all of that and focus more on the narrative of the character. This touches again on the symmetry issue from the first question: giving a class a fulfilling strategic or tactical play option is not about mirroring the options of other classes, but creating a satisfying experience for that class. (from what I understand, this is a lesson learned from mistakes in 4e) Who is the ultimate judge of what is satisfying? Well, you are, which is why we want to use the playtesting process to make sure we are achieving that goal.
"(so, the thief in 4e gets magical powers? now I'm really glad I skipped 4e)"
ReplyDelete4e thieves are absurd. I've seen them do upwards of 30hp damage in a single round. Oh, and they get to add their charisma modifier to their damage rolls when they use their (at-will) "sly flourish" power. That shining smile hurts so good.