SamhainIA wrote:
Scott, I don't believe that the +6 works at higher tiers. but that's why i hijacked this to another thread
Sorry. I didn't get to the other thread before this one. (I didn't check the boards over the last couple of days.)
So as not to open up two conversations on the same topic, I'll try to speak only to the philosophy, here and leave all math discussion out of it. And if you like, let me know and we can move this to the other thread....
Why do you think that +6 is not a good fit for higher tiers? Can you elaborate on that?
wilcoxon wrote:
.... I fundamentally disagree that advanced spells should be as hard to cast as two adaptations (eg +6 or sum-12). I think low tier is far more important than high tier (I expect 90% of Arcanis games will never go higher than T2 (not counting the living campaign eventually)).
So, while I disagree with your assumption that, "90% of Arcanis games will never go higher than T2" I think that point is irrelevant. Because, even if we agree that only 10% of games will go beyond that, if you are in one of those 10% of games, the rules need to be just as clear and playable as they do for the first two tiers. Otherwise, players will play something else, where the rules allow for a full range of character growth.
wilcoxon wrote:
My view is that advanced spells should be an unreliable option at 1.1 and auto-cast (without adaptations) before the end of tier 1 but I seem to be in the minority. I would much rather see more restrictions (such as making them slower and often interruptable again) than have a higher CTN.
I can't say whether or not you''re in the minority, there. But I do disagree. Tier 1 casters should not be able to auto-cast an advanced spell. Here's my reasoning... Tier 1 casters are beginners. They've just "graduated from school" and are learning to use their skills in the real world. They have enough experience to manipulate the leftover energy from creation, or to bargain with some spirit or another, etc. in order to get some effect. And they may even be experienced enough to perform a basic adaptation on the spell. But they are not yet skilled enough to perform multiple adaptations without risking failure to cast. For that they need to move up to tier 2. At tier 2, they learn more complicated spells. And while they can now easily (auto-cast) add an adaptation (possibly 2) to a tier 1 spell, they have the same difficulties with tier 2 spells that they had before with tier 1 spells. So where *should* advanced spells fall? I strongly agree with the concept that making an advanced spell is more difficult than adding a single adaptation to a similar spell. The very concept of it, taking two spells and smashing them together into a single, combined spell, seems more complicated that taking an existing spell and extending the range, widening the area or speeding up the casting time. To me, two adaptations seems on par. I'm good with that.
But you suggest that players might lose interest if they cannot make advanced spells more than 50% reliable by late tier 1. I disagree with that assertion as well. I see advanced spells as something that tier 1 casters will look forward to. And I don't believe that the rules should be used to mitigate whether or not a player will remain interested in the game. (Now, that's a difficult blanket statement to make. I know that it can be taken to extremes. I know that if I made an RPG with horribly boring and arbitrary rules, no one would remain interested in it for long. That's not where I'm going with this.) Game developers cannot control a person's interest level. And they shouldn't try to. Instead, the rules should be internally consistent and reasonably easy to adjudicate. That's what a game developer can control. Trying to do more only ends up muddying up the rules system.
Scott