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Re: [dq-rules] Experience Point Costs



--- matt lust <lust_82@yahoo.com> wrote:
> 
> Well just as a note the "anyone"  really isn't a
> sociological tendency. For it to be a sociological
> tendency it would needs be more of a impact upon the
> way we interact with each other or the grup as a
> whole.  (This from a soc major presenting a paper on
> the soc tendecies in RPG's at a symposium in AZ in a
> week) but all that beside to claim that to be humie
> is to be weak is to live in the world of D&D It is
> my understanding that in the world of DQ as
> described by 3rd ed book, The Giants dwarfs and
> elves are all dying off and the orcs and
> shapeshifters are all growing (Tolkienesque if you
> will) so thus humans are the survivors the adapters
> the overcomers.  And besides to stregthen will's
> positition it takes so long to accumlate XP in this
> game to reach the levels of pwr that those of us who
> learned roleplaying on the pwr based gaming of D&D
> we are often far to frustrated with other races for
> their slow progression. However, DQ is by far the
> most actual role playing intensive system thus
> "special abilities" really never should be all that
> important.
> Matt lust
>  William Hough <houghpt@yahoo.com> wrote:As far as
> I'm concerned, it's all relative...to the
> individual campaign, that is.
> 
> QUESTION: Why would anyone play a human character,
> when an elf, dwarf, or halfling all have some form
> of
> extended vision ability?
> 
> ANSWER: The key word here is "anyone"; is it not
> impossible to ascribe a sociological tendency to the
> entire gambit of gamers? Counter-query: Why would
> anyone in my particular gaming group want to play
> anything BUT a human when non-human characters
> progress, on average, much slower than humans once
> the
> XPMs are put into play?
> 
> However, in answer to the orignal question:
> 
> First, you have to roll some pretty mean dice to
> play
> anything non-human. That's reason #1.
> 
> Second, you get only three chances at this. That's
> reason #2.
> 
> Third, halflings lose 6(!) from Physical Strength
> (yeah, yeah, I know, 5 to MD, but still?), elves
> cannot resurrect the dead, dwarves have really bad
> TMR
> (again, on average). I'll just bundle these up and
> call the whole thing reason #3.
> 
> In my view, the XPMs are anything but a balancing
> measure. Perhaps so because they are so
> unreasonable.
> I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
> etc. but 2.0? 2.5? Sorry!
> 
> Also, let's be logical for a moment. The eventual
> result of the XPM rules is the illusion that humans
> are somehow smarter and therefore train much faster
> and learn skills and spells faster than any other
> race. Pure, unadulterated hogwash. If Master Tolkien
> is any inspiration, the elves at the very least are
> far more sophisticated.
> 
> To me, implying that the XPM rule makes sense in
> order
> to maintain campaign balance is like saying that
> AD&D's rule that heavier, thicker armor makes it
> harder to hit such an adorned entity makes sense in
> order to maintain combat balance. Doesn't do it for
> me.
> 
> Here's where I believe the balance is, in addition
> to
> the three reasons I mentioned above:
> 
> "[6.3]...If the player is a human character, none of
> his characteristics are modified. He gains no
> advantages and is subject to no restrictions."
> 
> Therefore (again, IMHO), the balance lies in each
> race, not in the XPM system. You want to play an
> elf,
> huh? OK, but you must roll 30% or less on percentage
> dice, you only get one shot at it, and even if you
> make it, you cannot ever resurrect the dead as a
> Healer. Oh, but you do get this nifty extended
> vision...
> 
> CONCLUSION: And that, my friends, is why I do not
> employ the XPM system. To each his own, yes?
> 
> Folks, try one thing for me, even you dismiss all my
> other arguments. Instead of forcing the player to
> multiply XP costs by the XPM, why not be positive
> and
> divide the appropriate XPM into experience awarded
> to
> the corresponding character? Therefore, a dwarf
> Adventurer character would gain 1600 xps per
> successful session. Likewise, an elven Hero
> character
> would gain 1200 xps per successful session. Yes, I
> know this means a modification to rule [6.3].
> 
> Good Day.
> 
> Pat Hough
> 
> 
> --- Rodger Thorm <rodger_thorm@yahoo.com> wrote:
> > The race multiplier is a balancing measure to make
> > up
> > for the bonuses that non-human characters receive.
> 
> > Otherwise, why would anyone play a human
> character,
> > when an elf, dwarf, or halfling all have some form
> > of
> > extended vision ability?
> > 
> > I concur, as well, about the increasing EXP
> awards.
> 
> 
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