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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Sun Dec 11, 2005 10:27 pm Post subject: |
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Quote: | Having each class have two core abilities which a character could have independent aptitude for would at first glance seem like a way to make the class choices broader, but how is it different to have a six classes, each with a good ability (that will be used) and a bad ability (that will not be used), from having twelve classes, six of which are good (and will be used), and six of which are lousy (and will not be used)? |
I wasn't saying that, going back to my example, a Martian would not benefit from a paladin's physical abilities, or that a Jovian would not benefit from a paladin's magical abilities. They would tend towards using those abilities that they could make the best use of while still being supported by the class' other skills.
If a Martian is better at being some classes than at others, it means that choosing one of those some classes is a better choice than choosing one of those other classes. I just think it's better, in character creation, for all choices to be equally good. Sure, if the player wants to be a knight, they could pick a Jovian instead of a Martian. But what if the player thinks Martians look awesome while Jovians are really ugly? And what if they really don't like playing as a mage? This is important, because the player can either go with a race or class they don't like that much, or they can go with the Martian knight and have a character that isn't all that effective. The player will not like this choice.
But, like you've been saying, you don't want all of the races (or any) to be too generalized. One possible way to deal with this is to give each race/class combination a selection of unique abilities. So a Martian knight would have skills that a Jovian knight would not, and also that a Martian mage would not. They'd have to be related to the normal class abilities, of course. The unique skills would have to work with the regular ones, complementing them in different ways that would make each race work differently with each class. So, maybe Martians are kind of physically weak, but maybe their unique knight skills are great. Maybe their unique skill A works really well in combination with the regular knight skill B. This way you could ensure that every character possible had its strong and weak points, but also that each race could still be used effectively with any class and so you're not limiting the player's choices.
I do agree with Camdog that there are some situations in which a generalized character might beat a specialized one, but I still reject them because they're boring. _________________ Locked
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Tue Dec 13, 2005 5:47 pm Post subject: |
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Camdog wrote: | In the above two scenarios, the troll is either superb or terrible, and the human does ok in both. I think this indicates that there's a reason to play the human. I wouldn't call the ability to "do ok" in every single battle useless. |
True, but an intelligent player will manipulate the situation such that it has the highest possible chance of giving him the advantage. A specialized character has a large potential advantage. An average character has a small potential advantage.
Iblis wrote: | But, like you've been saying, you don't want all of the races (or any) to be too generalized. One possible way to deal with this is to give each race/class combination a selection of unique abilities. So a Martian knight would have skills that a Jovian knight would not, and also that a Martian mage would not. They'd have to be related to the normal class abilities, of course. The unique skills would have to work with the regular ones, complementing them in different ways that would make each race work differently with each class. So, maybe Martians are kind of physically weak, but maybe their unique knight skills are great. Maybe their unique skill A works really well in combination with the regular knight skill B. This way you could ensure that every character possible had its strong and weak points, but also that each race could still be used effectively with any class and so you're not limiting the player's choices. |
Good point. Having racial abilities does serve to diversify things, though a poorly-designed race would run into the same problems you pointed out with playability restrictions.
I think that I made a mistake when I started off the topic with an indictment of generalization in humans. Human generalization is just a specific instance of what I was trying to get at -- that generalized characters are almost always poorly positioned when compared to specialized ones. If could get an A.S. in both bio-engineering and computer programming, or concentrate in getting a B.S. in one, which choice will give me more ca$h? Even though I would be less well-rounded by concentrating on one discipline, doing so will give me much more professional competence and opportunity -- unless if the system supports the useful synthesis of these two skills (which, fortunately, it does)!
So um yeah. I suppose that the problem is exascerbated in many multiplayer games, where teamwork dramatically reduces the negative aspects of specialization. Of course, the only MMORPG I've ever played was Runescape...  |
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FhaeRoX

Joined: 22 Apr 2006 Posts: 3 Location: The wrong place
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Posted: Sun Apr 23, 2006 10:24 am Post subject: Re: The Problem With Humans |
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Mr B wrote: | In many games with which I am familiar -- especially RPGs -- that have multiple species to choose from, the Humans are the most balanced. Humans have no particularly negative traits or drawbacks, are decent in every stat, and suck.
Because of the urge (indeed, near-necessity) to min-max a character in order to survive the challenge of gameplay, characters with no particular strengths will almost always loose out to characters with large strengths and large weaknesses.
Why is this? As far as game mechanics are concerned, it is almost always far easier to compensate for a weakness than to develop a strength. For example, an Axemaster can generally find armor that provides dramatic protection against mental attacks, but how often will a Mind Mage find gauntlets of super hyper melee damage bonus? It is far easier to start with an inherent strength than to aquire one via equipment or somesuch. Considering that it's generally important to maintain distinctions between classes, this makes sense.
However, this means that Humans are out. If Humans have no particular weaknesses to cover, and it is difficult to generate strengths that are not inherent, much of the min-maxing mechanism ceases to work for the player.
Even if the dynamics of covering weaknesses and augmenting strengths are ignored, a specialized character will almost always have an advantage over a general one. To be specific, a character with one great strategy and one bad strategy will have a distinct advantage over a character with two pretty good strategies. Since you can only do so many things at once, the one character can pull off a great strategy while the other can only choose a good one.
With the way that these systems work, having an evenly-balanced and unexceptional character is a recipe for disaster.
Is there a way around this? I think there is, though I haven't hashed out the details too well.
Looking at this from a job-system perspective, could the dynamics be designed so that broadly divergent skills can work together in a useful manner?
For example, let's say that I have six jobs in my job system; warrior, knight, paladin, mage, monk, rogue. These six classes form a sort of ring, connected end-to-end. Each class gets a bonus based on certain stats.
Let's say that Martians are really intelligent -- they would get a bonus for the monk and the mage, but weak, so they would fail miserably at a warrior, knight, or paladin. Venusians are extremely wise, so they would make good paladins, but clumsy, so they would make poor rogues. Jovians are extremely strong, so they would make good warriors and knights, but stupid, so they would make poor mages and monks.
And then you have your Humans. The humans are average at everything, exceptional at nothing. They have no particular class bonuses, neither do they have any class negatives. While they are not good at anything, they can develop combinations of skills that the other species would not. For example, a mage-warrior would not be a good idea for a non-Human, but a Human could pull it off.
What do you think about Humans being average? Is it generally positive or negative? What kinds of ways can average-ness be put to good use? |
All right You made that up humans have lots of weaknesses, lots of strengths, and are all different reguarding this matter e.g a monk, is good at religous spellls and healing and stuff, is usually quite inteligent, has lots of will power, but is really weak in phsical world. A knight, paladin ect. is more likely to have great strength in willpower, strength, and defence, but can cause alarm, is noisy when he walks, cant run verry fast in the heavy armour, gets hot in the heavy armour, attracts atention and danger, and cant dodge much. _________________ Name of decade:UNKNOWN!
Years left to name decade: Roughly 3.55
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Sun Apr 23, 2006 10:38 am Post subject: Re: The Problem With Humans |
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Shaede Tuck in your shirt.

Joined: 08 Jan 2004 Posts: 107
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Posted: Sun Apr 23, 2006 11:02 am Post subject: |
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*pops out of nowhere*
It's very interesting when you compare the various systems that incorporate multiple races into the game how they place human in comparison.
It's already been noted, but the basis of all thought is human thought (as far as game design is concerned). Often times this results in the human representing everything we see ourselves capable of, where as other races merely give and take in certain aspects. These ranges of skills, though, are limited to our understanding of what is capable to be skilled in. Thus it takes a very creative mind to balance the human in a world that contains skills and activities that do not exist in our own human dominated existance.
Dungeons and Dragons has already been mentioned, but it's a great example of this psychology at work. Humans represent in the D&D world the vast range of skills and adaptation the human race is known for (by the designers). The other races (such as elves, halflings, and dwarves) then are merely exagerrated aspects of mankind. Each of these races holds no true uniqueness to themselves that wasn't based upon our own race. They are merely shorter, taller, longer living, or better at specific human sense such as sight or hearing at the cost of another aspect or aspects of mankind.
To avoid the human race from becoming a template for all other life, one must creatively invent other abilities or senses that humans do not possess, such as ones possessed by another known or imagined animal. Humans live in a world of sight, sound, touch, taste, and smell. But not all life possesses the same selection. Cats, for example, hold a glad near the back of their mouth that acts as a receptor. Trying to imagine such a sense for a human is impossible, as even our scientific equipment is built only to enhance the senses we already have. What new information do cats recieve that we do not? It's theorized that the glad acts in somewhat the same way of an ant's, which are able to pick up tiny chemical or hormone trails using a sense that human beings are not capable of reproducing.
In the end I believe that humans have vastly remained a template for the other lifeforms that inhabit the realms of fantasy because our realms of fantasy are a very human place to be, shaped and expressed exclusively through the human mind. Most players of such fantasy games would likely not feel as comfortable or enjoy as much playing a being in which percieved existance in a way humans could not truly ever understand. Thus, instead, you end up picking traits that humans already possess and imagine yourself using them beyond the normal scope of ability (at the cost of another aspect you might not value as much).
The human remains the center of the scope of imagination, the template of all our understanding, in the realm of human fantasy. I have come to accept it as the seed of good stories and the beginning of an enjoyable gaming experience. One that I would not taint with trying to introduce upon the player alien ideas that one would be unable to use as a vessel to visit our imagination. That is why, I believe, that humans represent the template of all other races in nearly every fantasy universe you place them into. |
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Mon Apr 24, 2006 11:56 am Post subject: |
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Yes, that does bring up an interesting point. Since we can only communicate information that can be constructed from shared experience (yet another weakness of not being telepathic), we can necessarily speak only in terms of a variation of what we already know.
I guess that what I primarily mind about these things in the context of games is that the humans are pathetically average. A race with large stat fluctuations has the potential for significant advantages and significant disadvantages. Classes "lock in" on certain traits in order to function, meaning that an advantage can be exploited while a weakness is minimized. Since humans have no particular potential advantages, no class can exploit them.
Now if we could make a game that relied just as much on general flexability of skills as on utilization of specific skills, the average-ness of humans could be turned into a potential advantage. |
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Shaede Tuck in your shirt.

Joined: 08 Jan 2004 Posts: 107
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Posted: Mon Apr 24, 2006 12:32 pm Post subject: |
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Mr B wrote: | Now if we could make a game that relied just as much on general flexability of skills as on utilization of specific skills, the average-ness of humans could be turned into a potential advantage. |
Many games do. In the case of pen and paper games, though, it's up to the skill of the game master to be able to handle that. |
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FhaeRoX

Joined: 22 Apr 2006 Posts: 3 Location: The wrong place
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Posted: Mon Apr 24, 2006 6:50 pm Post subject: Re: The Problem With Humans |
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Quote: |
Read his post again. That's his point, humans are generally able to function as magic type character or physical characters. It's a balanced race, as opposed to one where there's no potential for physical or magical powers. Humans are average because they can go either way without being completely weak to the other type. | You made that up too. seriously that's so stupid, humans are stupid, weak, weak to fire, slow, weak to ice, and have delicate skin, but they have the best stuff, know more about planning, strategy, rouses, empty threats. _________________ Name of decade:UNKNOWN!
Years left to name decade: Roughly 3.55
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Mon Apr 24, 2006 6:56 pm Post subject: Re: The Problem With Humans |
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Have you ever played an actual DnD RPG? Humans are always the balanced race. They can chose any class, and are adept at all skills. You just have to actually work at it 25% more to catch up with the pure breds. _________________
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Mon Apr 24, 2006 7:04 pm Post subject: Re: The Problem With Humans |
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Mon Apr 24, 2006 8:56 pm Post subject: Re: The Problem With Humans |
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PHC wrote: | What the hell are you even talking about? We're talking about RPG cliches. None of those things you listed apply. DELICATE SKIN is not a fucking RPG convention. Get out. |
However, thick skin, or impenetrable skin, or stone skin, or whatever, is an RPG convention. Delicate skin isn't, but I think it should be now that it's been mentioned. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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FhaeRoX

Joined: 22 Apr 2006 Posts: 3 Location: The wrong place
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Posted: Mon Apr 24, 2006 10:27 pm Post subject: |
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Quote: | However, thick skin, or impenetrable skin, or stone skin, or whatever, is an RPG convention. Delicate skin isn't, but I think it should be now that it's been mentioned. |
That's logic for yah! I like logic! humans are stupid, weak, weak to fire, slow, weak to ice, and have delicate skin, but they have the best stuff ect., so they're balanced unless someone can counter that.
Are you sure this thread is about rpg cliches? the name of the thread is: Quote: | The Problem With Humans | which might be translatable to:
"The Problem With Using Humans In Your Game"
because if Quote: | The Problem With Humans | Was true, there would be a problem with using humans in your game. unless you wan a race in your game with a problem in it. lol.
Quote: | Have you ever played an actual DnD RPG? Humans are always the balanced race. They can chose any class, and are adept at all skills. You just have to actually work at it 25% more to catch up with the pure breds. | The topic is:: Quote: | The Problem With Humans | not lets tell each other that humans are 100% ballanced in DnD RPGs. _________________ Name of decade:UNKNOWN!
Years left to name decade: Roughly 3.55
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Mon Apr 24, 2006 11:10 pm Post subject: |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Tue Apr 25, 2006 12:06 am Post subject: |
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Quote: | Are you sure this thread is about rpg cliches? the name of the thread is:
Quote: | The Problem With Humans |
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The topic of a thread is defined not by its subject line, but by what's actually being discussed in the thread. Have you read any of the posts in this thread? We were mainly talking about how humans are used in RPGs.
Read every post in a thread before replying to it, or at least most of them. Don't just look at the subject line and say whatever comes to mind. _________________ Locked
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Tue Apr 25, 2006 12:16 pm Post subject: |
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My personal opinion is that for a middle of the road (Like humans) choice to be useful, there has to be a whole lot of options in terms of character creation, and skills. What good is it if a human takes no penalty or bonus on magic or melee combat if he has to choose between one or the other?
In Third Edition, at least, the human is a pretty bad choice. They get an extra 2 or 3 skill points per level, and a feat, but Dwarves can wear heavy armor without a penalty to speed. Moogle mentioned that game designers tend to favor humans because of some kind of Species Pride, but by that logic, I'd wager the folks down at Wizards of the Coast are of Elven descent. There's an elf for every time and occasion! There's wood elves who get a bonus to strength and a penalty to int! There's gray elves who get a penalty to strength and a bonus to int! If you can think of a penalty bonus combination, they've probably published an elf who has it.
The system really favors you to have that min/max advantage, especially at the lower levels, and I think the only way they could do that, short of giving humans something (Which would probably unbalance them), would be to make stats less of a crucial point in character creation by doing away with random stats, and making it some kind of a buy system. Maybe Humans would start with 6's all around, where as everyone else would have 4 6's, an 8, and a 2.
It may just be a fluke in 3E, or with the people I play with, but I've never seen anyone play a human who hadn't rolled consistently good stats. The guys who roll basically all 12s usually go Elf or Dwarf to get a 14 and a 10, the guys who roll an 18 a 12, a 10, and three 8s almost invariably for the +5 and -1, which a human couldn't even get. A DM I used to play with tried to fix it by giving all human characters a free +2 wherever, but that just made everyone play humans for the free feat, bonus, and a +2 to whatever your best stat was.
I've always kind of liked the idea that maybe a human who played something like a ranger or paladin, which doesn't start out with spells, would get spells a level earlier than a non-human ranger or paladin.
I think that the physical types kind of get screwed at the higher levels compared to the magic users, but that's sort of offtopic. Final Fantasy 6 offset that with tools, and Sword Tech, and Blitz which was neat.
I think Starcraft is probably one of the most fairly balanced games I've ever played, although it seems like more often than not the sole objective is to defeat the Protoss players before they get carriers. Once that's happened, there's nothing that the zerg really have that can beat Siege Tanks and Missile Turrets, which lets the humans bide their time getting nukes or whatever they really want to use to systematically eliminate the Zerg player.
Of course, Warcraft had a "good" system of balance too. No one was different except for how they looked! Each side had "Melee soldier" "ranged soldier" and "Wizard". To me that's boring, even though it ensures the best player will win everytime.
The original Street Fighter had it right, I think. Ryu had stronger fireballs than Ken, but Ken's kicks did more damage and were easier to pull off. (It may be vice versa, I haven't played the original Street Fighter in ages). |
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