Untermensch
Augur
This whole argument, that doing tasks the difficult way should net more xp, is stupid.
And where have I claimed such thing (outside your head, that is)?
Because all the young ones get dead you asshole! you defy the odds every time you survive a fight in your adventuring career. Which provides you with field experience, resources to pay for your investigations, and samples to study.Motherfucking statistics.
If sn extremely powerful wizards exactly n are old farts and exactly 0 are young adventurers it probably signifies something.
What setting? what motherfucking setting? tell me right now the setting you are refering to. because this was a separated from the thread of the game where magic and farts are alike, you need to push with all you "might" for them to come out.It took them centuries to millennia of intense focused magical research, with access to instruments and infrastructure (mage tower or whatever the mages in the setting reside in) and without distractions like having to find somewhere to rest, something to eat, and not getting brained by a goblin.
Who would you consider more likely to be a better physicist - a guy working at CERN on daily basis or some hobo running around making molotovs and macgyvering contraptions out of junk to stop people trying to kill him?
Wizards are naturally academic, except the setting itself allows direct conversion of knowledge into power, without necessity for pesky intermediate steps like technology.
Militant vagrant lifestyle doesn't exactly help one's academic pursuits, so no, taking risks generally doesn't go in your favour and even when it does, a dude sitting in his tower and sipping tea with stimulants has better freedom identifying and picking worthwhile risks and organizing expeditions minimizing the actual risk part while reaping all the benefits.
Dude, its fucking expensive, it takes more money to afford that low effort but high progress life style in a month than the money that a city makes in a fucking year. The materials are extremely expensive, the bibliography is both rare and expensive, and getting live samples? for fucks sakes DraQ, are you trying to come of as ignorant? Why do you think court wizards are a thing? you need the fat clown with a crown to give you money, preferably while leaving you the fuck alone. But those opportunities are few and far between. and above anything else, while risk free it takes a LONG time and a lot of effort, while adventuring is quick, cheap and risky, but is also the only option for most that chose or were imposed with this profesion. You constantly take shortcuts while adventuring, its do or die, so your understanding of magic grows faster than most or stops completely once you are a corpse(not always tho).Yeah, most adventurers tend to get dead or otherwise out. A small bunch however are successful through combination of wits, luck and badassery.
If non-adventurous wizardry was the low-effort lifestyle you try to cast it as, the profession of mage would be much more common and adventurous wizards (the handful that survived, that is) would be both younger and more powerful than their sedentary colleagues.
Yet, you generally don't have powerful wizards born this way aside from %pcname.
Derp.
Well, thats PoE for you.Of course, there are settings where magic is an innate gift more than result of studies.
I merely attacked it.Has anyone attempted to defend tying character progression to sidequests yet, or is the argument still "eh, it's convenient"?
At least we both realize that.This whole argument, that doing tasks the difficult way should net more xp, is stupid.
Maybe I should try typing slowly so that you can keep up?And where have I claimed such thing (outside your head, that is)?
"Therefore doing something difficult that in no way helps you reap your rewards is just plain retarded" (In reference to killing ogres to complete a quest.)
Clearly you didn't mean it was a waste of time, just retarded and in no way helpful. How could I possibly confuse the two things.
Why?Because all the young ones get dead you asshole! you defy the odds every time you survive a fight in your adventuring career.Motherfucking statistics.
If sn extremely powerful wizards exactly n are old farts and exactly 0 are young adventurers it probably signifies something.
That merely puts you where those all fucks with towers have essentially started.Which provides you with field experience, resources to pay for your investigations, and samples to study.
Keyword: separated.What setting? what motherfucking setting? tell me right now the setting you are refering to. because this was a separated from the thread of the game where magic and farts are alike, you need to push with all you "might" for them to come out.
Just like by throwing a lot of grenades you don't necessarily gain a lot of insight into designing better explosives, by throwing magic missile at goblins a lot you don't necessarily gain a lot of insight into magic.Anyway, a traditional mage doesnt "get stronger" when he levels up, not really, he gains some hit points, maybe a better chance at hitting the broad side of a wall. but he does gain understanding of how magic works and how he can take advantage of that. It then stands to reason that field testing is the only way a mage is ever going to move forward when hes done reading his library. Especially when said mage is poor and cannot afford safe experimentation.
It's only cheap and risky. Where court wizards don't have much to do most of the time, an adventurers is constantly distracted by stuff like survival.Dude, its fucking expensive, it takes more money to afford that low effort but high progress life style in a month than the money that a city makes in a fucking year. The materials are extremely expensive, the bibliography is both rare and expensive, and getting live samples? for fucks sakes DraQ, are you trying to come of as ignorant? Why do you think court wizards are a thing? you need the fat clown with a crown to give you money, preferably while leaving you the fuck alone. But those opportunities are few and far between. and above anything else, while risk free it takes a LONG time and a lot of effort, while adventuring is quick, cheap and risky, but is also the only option for most that chose or were imposed with this profesion.
I merely attacked it.Has anyone attempted to defend tying character progression to sidequests yet, or is the argument still "eh, it's convenient"?
You forgot the hikeable mountains.
Lolno.D&D is a shining example of setting consistency and logic.
You still don't learn how to construct better explosives by chucking them pineapples.3) Using explosives gives you a better insight on how to use explosives, throwing grenades gives you a better insight on throwing. stop being fucking retarded, but you can still learn a lot aboutthe timing, the power, how the explosion works, how you can direct it, etc. by chucking a few. and i can tell you something, you learn a lot more by doing than by reading about it.
An adventuring wizard reads that book of ancient elven magic lore he found last week in some ruins after using his new found "ghostly assasination" on some trolls, poor fucks never stood a chance, fine way to get around that pesky regeneration (make note, visualizing their deaths on your head seems to make that particular spell somewhat more effective, need to experiment on this), wondering what effects it will have on that succubus that has been ambushing us the past few months.
Actually those are good points, but they are arguments for completely divorcing caster progression from any sort of generic XP mechanics, kill XP in particular, and either have it handled by scripted, caster specific XP gains, or have it tied to specific in-game objects.Well, I think the original premise was that adventuring wizards would be getting two things the old dude in a lab is not;
A: Encounters with various magic creatures/objects/places, which cannot simply be purchased.
B: The chance to ransack the laboratory of another (evil) wizard, taking his spellbook and cribbing off of years of research that would never be shared otherwise.
Those two things could afford a lot of rapid study compared to someone working on his own.
Presumably they can also arrange for works of others and other intersting stuff to get in their possession. If you have a lot of gold to blow on your expenses you can organize a proper expedition or hire a band of murderhobos.Presumably the vast majority of the time those greybeards spend is researching individual spells and crafting potions/magic items. Which isn't analogous to learning so much as working as an engineer. They'll have those spells and skills gained from that work, but it'd be less efficient than time spent purely learning their craft by studying the works of others and travelling.
And that's an argument for either having a huge gamworld and spend most of the time offscreen travelling, resting and so on, or breaking a tighter, more constrained game into chapters with significant amount of time passing in between, and base progression on that structure.There's also the problem where adventures shouldn't be non stop affairs that rocket you from level 1 to 16 in the span of a few months. There should be significant time lost to things like rest, travel, and simply time consuming activities that yield little. If an adventure that gains you have a level worth of xp involved traveling the world for a full year to track down the location of a powerful magic item, then several months more travel and preparation to get there (and then more time to get back) the adventurers would be greybeards by the time they're powerful enough to settle down in a nice tower and make fun of the level one idiots wanting their magic sword identified.
DERP.HERP.
Actually, I don't think every objective should yield XP.I can respect your position here. What I don't respect is the Sawyerist solution of handing out XP after every objective. It's the worst of both worlds as far as I'm concerned.I merely attacked it.Has anyone attempted to defend tying character progression to sidequests yet, or is the argument still "eh, it's convenient"?
Im not saying that, im saying its entirely dependant on the DM and the players.Lolno.D&D is a shining example of setting consistency and logic.
You still don't learn how to construct better explosives by chucking them pineapples.3) Using explosives gives you a better insight on how to use explosives, throwing grenades gives you a better insight on throwing. stop being fucking retarded, but you can still learn a lot aboutthe timing, the power, how the explosion works, how you can direct it, etc. by chucking a few. and i can tell you something, you learn a lot more by doing than by reading about it.
Casting standard sleep, fireball and magic missile can be compared to tossing a 'nade. Even if you had to learn and comprehend the spells you're not learning anything new by casting them on goblins and shit.
What does make mages stronger is learning or creating new spells - designing new explosives or getting their blueprints.
An adventuring wizard reads that book of ancient elven magic lore he found last week in some ruins after using his new found "ghostly assasination" on some trolls, poor fucks never stood a chance, fine way to get around that pesky regeneration (make note, visualizing their deaths on your head seems to make that particular spell somewhat more effective, need to experiment on this), wondering what effects it will have on that succubus that has been ambushing us the past few months.Actually those are good points, but they are arguments for completely divorcing caster progression from any sort of generic XP mechanics, kill XP in particular, and either have it handled by scripted, caster specific XP gains, or have it tied to specific in-game objects.Well, I think the original premise was that adventuring wizards would be getting two things the old dude in a lab is not;
A: Encounters with various magic creatures/objects/places, which cannot simply be purchased.
B: The chance to ransack the laboratory of another (evil) wizard, taking his spellbook and cribbing off of years of research that would never be shared otherwise.
Those two things could afford a lot of rapid study compared to someone working on his own.
Generic XP mechanics definitely doesn't abstract this sort of stuff well, because it's well, generic, while the argument is for tying caster progression to highly specific kinds of places, items and situations, which, being highly specific, are not generic.
For example killing a bunch of generic wolves in a generic forest doesn't really involve realistic prospects of finding and deciphering an ancient inscription of power.
Presumably they can also arrange for works of others and other intersting stuff to get in their possession. If you have a lot of gold to blow on your expenses you can organize a proper expedition or hire a band of murderhobos.Presumably the vast majority of the time those greybeards spend is researching individual spells and crafting potions/magic items. Which isn't analogous to learning so much as working as an engineer. They'll have those spells and skills gained from that work, but it'd be less efficient than time spent purely learning their craft by studying the works of others and travelling.
And that's an argument for either having a huge gamworld and spend most of the time offscreen travelling, resting and so on, or breaking a tighter, more constrained game into chapters with significant amount of time passing in between, and base progression on that structure.There's also the problem where adventures shouldn't be non stop affairs that rocket you from level 1 to 16 in the span of a few months. There should be significant time lost to things like rest, travel, and simply time consuming activities that yield little. If an adventure that gains you have a level worth of xp involved traveling the world for a full year to track down the location of a powerful magic item, then several months more travel and preparation to get there (and then more time to get back) the adventurers would be greybeards by the time they're powerful enough to settle down in a nice tower and make fun of the level one idiots wanting their magic sword identified.
Also the worst of both worlds is kill XP as it combines build agnosticism and lack of logical constraints of goal XP, with lack of high-level (think GM) control and loophole sensitivity of use based.
The rationale for goal XP is basically "at least it's simple and exploit proof".
Not really something to evoke my enthusiasm, but still infinitely better than typical XP system.
What is an "adventurer" ? In game logic pls.
Yeah, I'm sure you're a big fan of the awesome non-linearity of true RPGs like The Witcher, but when you say that an adventurer "adventuring" is stupid you pretty much have won the dunce cap.
Do you really feel compelled by the game to do it and feel bad/frustrated if not doing it? I don't understand the thought process, it's really fascinating to me
If you don't understand the thought process, that must mean that experience point aren't an incentive that works on you.
Therefore, that must logically mean that you don't care if killing enemies doesn't give you experience points.
However, earlier you implied that not giving experience points for killing enemies is somehow contradictory to the "Infinity Engine experience". So what's the deal?
I don't understand the extremes of it, the..."craving" it seems to create in some players.
I quite like getting XP for killing mobs indeed, and getting some bit of loot as well. But that doesn't mean I'll spend hours grinding everything there is. Likewise, I like finding the odd chest here and there with interesting loot, but that doesn't mean I'll bash every single barrel I encounter and collect all the trash loot in existence. I have no interest whatsoever in Achievements however (not part of the game for me) so I'll ignore these completely.
Pleasure also comes in moderation you know, you can drink a single glass of red wine and enjoy it, without having to empty the bottle right then and there.
And me stating that the IE games were a lot about killing shit for XP, loot and items (with some story in there as well, varying from IE game to IE game) isn't really related, even though I think it to be true. Removing that part from a game claiming to be the "spiritual successor" to these games feels..wrong to me.
Do you really feel compelled by the game to do it and feel bad/frustrated if not doing it? I don't understand the thought process, it's really fascinating to me
If you don't understand the thought process, that must mean that experience point aren't an incentive that works on you.
Therefore, that must logically mean that you don't care if killing enemies doesn't give you experience points.
However, earlier you implied that not giving experience points for killing enemies is somehow contradictory to the "Infinity Engine experience". So what's the deal?
No it's not, it's forcing players to go one route and one route only, instead of keeping it in the players hands and instead of actually finding interesting ways around it (which I'd be totally for if it made sense), they just slapped some artificial mechanics in there and called it "solved". That's my issue with it.
Though apparently players aren't capable of handling the responsibility of it so you might be right, better to treat them like little children on a leash, make sure they don't get lost or hurt along the way.