If we look at your typical D&D edition, there are a few ways you can customize a character:
- Ability Scores and Skills: though generally your class goes a long way to proscribing which skills and ability scores you can potentially be good at, there is generally a little bit of wiggle room within that framework.
- Feats: little perks that can (in theory) be useful for any character, and are lumped into one big pool to draw from.
- Spells/Powers: things that give you specific actions, either within combat or outside of it.
- Magic Items: actually pretty similar to spells and powers, but are not constrained by class (making them similar to feats.)
- Multi-classing/Dual-classing/Hybrid: combining two or more classes together, to get perks from both.
As we can see from these descriptions, a few of these building blocks overlap one another, somewhat. We can break these things down into essentially two broad descriptors: things which come from your class, and things that don't. Ultimately, what I wanted to do with TNP was to eliminate the customization that comes from outside of your class.
I can remember looking at 4th Edition D&D, just seeing Cleave as a power that Fighters could take (rather than a feat, as it had been in 3.5) and I really liked that simple change. I also liked how so much of the game that (as a player) you could really figure out by simply having an understanding of your class, and the powers you got from it.
When Essentials came around for 4th Edition, it sort of "missed the target, but hit the tree," for me. Where I felt 4th Edition needed simplification and streamlining, was in the areas of both feats and magic items (things from outside of your class) rather than with powers (things from within your class.) The fact that the former design spaces (which were meant to be the most universal) were the ones that became the most bloated, served to make the game more and more inaccessible as its lifespan went on.
Magic Items tended to be the big offender in this regard, in my view. They essentially duplicated the design space that I felt should have been owned entirely by classes. It also served as a crutch for weak or poorly-designed classes; I can remember playing as a Scout, and basically needing to incorporate specific magic items into my build (for basic survivability, in combat) because the class itself failed to provide those tools.
You also end up with less uniqueness to classes, once customization starts to homogenize things too much. The standard "Charge kit" for 4th Edition could be basically built onto the chassis of any class, creating an effective (if boring) playstyle around feats and items, rather than being built through your class and its powers.
Really, this all just boils down to my personal preference, and my experience. My introduction to RPGs was with Diablo 2, and I was immediately captivated by the whole "skill tree" setup for classes. Once magic items which granted cross-class skills were introduced (and the game's true focus on merely farming items became apparent) I was no longer interested. I much preferred the idea that your character was a function of your class, and how you chose to build your character within that class.
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So how does money figure into all this?
Well, in short, it'll tie into something I mentioned in my previous post; the need for skills to be bigger and more fleshed-out, within the designs.
Money (particularly in the last few editions of D&D, as well as 13th Age) has sort of waned in importance -- the games simply don't give you enough to do with it, or don't properly account for the amount of gold you tend to end up with. (I've even heard it suggested that in 13th Age, money could be used as a "temporary background" as a way of simplifying the whole process of using money.)
The way I look at it, is that money is just yet another thing that comes from outside of your class, which is used to define what your character can do -- so get rid of it.
Weapons? Armor? Those are all functions of the core mechanics now.
Why not take it a step further?
We aren't gonna be buying magic items, clearly. So what does that leave (in the typical D&D play-experience) to spend money on? Equipment and services.
Potions? We have Reserves to cover our healing, and keep the mechanical structure unified.
Lockpicks? Battering Ram? We have skills that cover this design space; just make a check, and narrate it however you want. Whether or not 'Jimm, the Fighter' brought the right tool for the job when he goes to break down a door, is just an exercise in needless bookkeeping. It also makes the inanimate object more crucial to success than the character, which flies in the face of what we want to achieve.
Want to rent a room? Buy a wagon? Get a few horses?
Make it into a roll, using your social skills. If you rolled bad? Then it looks like you're a little short on coin today -- so tell us a story of where all your money ended up, last night.
If the DM wants to make it a little harder on you, then not being able to sleep with a roof over your head (or a wagon full of supplies) might end up costing you a Reserve.
Not being able to get horses to cover ground faster might mean the doomsday clock moves a bit closer to midnight.
Not being able to get horses to cover ground faster might mean the doomsday clock moves a bit closer to midnight.
In every case, the money isn't the important thing -- it's what happens in the fiction.
All this, coupled with the existing guidelines for skills, should help us figure out how money can be handled in the abstract. "You couldn't possibly have enough money to bribe the king," the DM says, adding, "don't even bother rolling."
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Next post is due August 28th, so check back then!
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