A quick side note--I've been slackin' lately! I missed a whole week of updates. I'll try to do better. Enjoy a super-sized blog post this week to make up for it!
Today’s blog post title is slightly disingenuous… I’m
actually intending to talk about two main factors of RPG character types, and
“Hack Factor” is only half of the equation. A sexy, sexy half. So sexy that the
name itself forced me to grant it the singular honor of the post title.
Congratulations, id!
Moving on, I want to briefly talk about tabletop RPG
characters. Lately, I’ve been having a lot of discussions with various folks, from
my D&D Dungeon Master to fellow game designers about what makes a
particular type of character compelling. Naturally, any character can have a
compelling concept, backstory, or even something as simple as a cool name or a
really sweet picture (often found on Deviantart or 4Chan).
Who do I want to be today?
However, for me and many gamers like me, among the most
important elements of a character are mechanical in nature. How does the
character interact with the game’s mechanics? How well can they weather the
storm of combat? Most RPGs have a strong focus on combat because of the nature
of RPGs… I would posit that most RPGs feature direct, violent action against
the antagonist of the story in a confrontation as the climax of a given session
or campaign.
Thus, while my own taste in characters definitely involves
the intangibles of his backstory, concept*(see below), name, image, and so
forth, I often spend far more time and energy considering the character’s
mechanical benefits: his Utility Factor and Hack Factor.
*Caveat: I should take
the time here to say that, for me, the concept of the character is the trump
card. If I have a really compelling concept, that’s what I’ll want to play,
regardless of any other influences.
Utility Factor
If it's good enough for Batman...
My definition of a character’s Utility Factor is a measure
of how often he can meaningfully interact with the game on a mechanical level.
Another way to put it is an answer to the question, “How often do I get to do
something cool—mechanically—outside of combat?”
Often a character’s Utility Factor is a representation of
things like the number and variety of skills he possesses (especially social
skills), social abilities, the number and variety of spellcasting or psionic or
similar powers, movement abilities, and any realm-building or leadership-style
abilities.
For example, in Rifts, I really like the Manoan Amazon
R.C.C. This character can cast spells, use psionic abilities, and possesses a bunch of
interesting nature-related skills as well as some enhanced senses. That’s a lot
of utility factor in one character!
Similarly, in the Hero System, I like a character that has a
wide variety of skills. My character Technicality can investigate a crime, hack
the syndicate’s computers, and even argue a case in a court of law—all valuable
and meaningful ways to mechanically interface with a superhero game.
Versatility Trumps Everything Else
One thing that I’ve learned from over 25 years as a tabletop
RPG player is that he who has the most options generally “wins” by having
something cool to do more often. I’m generalizing with a broad brush here,
admittedly—I’ve played in games before with very un-versatile characters and
have had a lot of fun. So to get it out of the way early, I should point out
that a talented GM can make nearly any game fun, regardless of mechanics.
That having been said, I do find that the more options I
have, the better my play experience tends to be, especially in the long run
over a number of sessions in the same campaign. In many, many gaming systems,
spellcasters happen to be an excellent example of this. Spellcasters are rarely
the strongest or toughest or most agile character type you can pick, but they
usually have a huge bag of goodies to choose from in any given situation. Zap
the bad guy? No problem. Breathe underwater? Got it covered. Invisibly snatch
the idol from the primitive altar? You got it.
Versatility usually comes at a price; spells can only be
cast once a day, or must be re-memorized before being cast again, or cost a
number of “spell points” that must then be replenished.
Having a versatile character means that you have a high Utility Factor, and often, it also means you have a high Hack Factor as well. Why? The Utility Factor part should be self-evident; the more versatile a character, the more opportunities are present to engage with the game. Versatile characters are also generally good at combat as well, especially with being able to engage enemies at range (via a lightning bolt spell, for example) or locking down foes with debuffs, adjustments to their movement (such as a web spell), or altering the conditions of the fight itself (such as summoning a storm).
A Versatile character may not be able to dish out as much damage as a
character who focused entirely on fighting, but such characters can still
achieve a high Hack Factor by being able to do more than just inflict damage.
In fact, some versatile character types (such as spellcasters in Dungeons and
Dragons) can eventually achieve immense amounts of damage or eliminate the
opponent outright at higher levels of play—all simply due to the vast amount of
options available.
Hack Factor
When in doubt... Hack!
My definition of a character’s Hack Factor is a measure of
his raw ability to perform meaningful actions on a mechanical level in combat.
Another way to define it is an answer to the question, “How often do I get to
do something cool—mechanically—in combat?”
Meaningful combat actions often involve doing lots of
damage, hitting enemies on a consistent basis, applying status effects (such as
blinding them, grabbing them, etc.), locking down enemies with special
abilities (such as spellcasters, psionics, etc.), and being able to drop lots
of lower-level enemies or (often, singular) higher-level enemies more
efficiently.
In the Feng Shui RPG, I played Keiichi O’Hara, a Karate Cop
who focused his abilities on being able to take out Named Characters (the more
powerful and rarer type of enemy) more efficiently—this was his role in combat,
to seek out the biggest, baddest bad guy and hand him his head.
In West End’s D6 Star Wars RPG, I played Kaldryn, a Trianii
Ranger. He was an alien warrior whose abilities were well-suited for causing
havoc on the battlefield and taking out lots of lower-level enemies while the
other party members handled the bigger threats.
Damage is Not the Key
In most tabletop RPG’s, combat happens a lot. That means
inflicting damage is good, and inflicting lots of damage is great! However, if
your character’s only option to do serious damage to an opponent depends on
your ability to run up to him and whack him with a sword, it’s not as good as
it initially appears. Many RPGs feature magic, science, some combination of the
two, or other such esoteric abilities that let opponents fly, levitate, create
walls or change the nature of the battle’s terrain. Thus, the ability to reach
a foe and hit him with a sword is certainly not guaranteed. How fast can the
character move? Can he fly?
If you asked me what I consider the most important part of
Hack Factor, I would define it thusly: one’s ability to consistently affect the
battle. Naturally, “affecting the battle” often involves simply defeating as
many enemies as possible, as quickly as possible, but doing direct damage is
not absolutely necessary to qualify. Grappling an enemy wizard, using a debuff
on the entire enemy force, or shutting down the supervillain’s impervious
force-field all fall under this category as well.
Using this metric, a strictly melee warrior has a rather low
Hack Factor. He may be able to inflict impressive damage on a directly adjacent
foe, but such a warrior struggles whenever he must move to engage a distant
enemy and is seriously hampered whenever terrain interferes (i.e., limited
access via a bridge, having to move through deep water or mud, etc.) or if his
enemy is flying or otherwise out of melee range.
Factors and Systems
Most often, RPG systems with fairly open and flexible
character creation systems don’t have too many issues with imbalances of Hack
Factor and Utility Factor. In the Hero System, for example, it is relatively
simple to change a few points around to acquire more skills to raise your
Utility Factor or to buy some additional combat levels or power dice if you
want to increase your Hack Factor.
Class-and-level RPG systems, however, seem to have the most trouble balancing these two elements in my experience. For this particular blog entry, I’m going to use the character classes from Dungeons and Dragons 3.5 Edition as an example.
Why 3.5 D&D? I should say upfront that I believe all
editions of Dungeons & Dragons have their strengths and weaknesses, and my
personal favorite edition is 3.5. I’ve done a fair amount of work in the
industry for this edition, and it’s fair to say that I’ve studied it’s game
design more thoroughly than nearly any other system (with the exceptions of
Hero and Warhammer 40,000 Roleplay) in my collection. I’m going to limit myself
to discussing the classes from the Core Player’s Handbook for this post,
although I will certainly mention other books along the way, simply because the
classes from the Player’s Handbook are more well-known and iconic to the genre
than any others, and thus are perfect examples for this discussion.
What about 3.0 and Pathfinder? Well, in 3.0 I’d go so far as
to say the differences were even more pronounced—Fighters, Bards, and Rangers
had it particularly bad in 3.0. Pathfinder goes the opposite direction, helping
out nearly every class, but in general I’d apply the same rankings to
Pathfinder characters of these same classes.
Tl/dr: 3.0 ratings are the same but worse, Pathfinder
ratings are the same, but slightly better.
Check out the 3.5 character classes and their rankings after the jump!
Barbarian
An axe is a Barbarian's weapon...
Utility Factor: D
Hack Factor: D
Hack Factor: D
Barbarians are made for one role; doing lots of damage.
They’re tough, possessing large numbers of hit points, but they’re limited to
lighter armors and don’t have a high amount of skill points—although they have
more skills and a better variety than the Fighter. Unlike the fighter, however, Barbarians are nearly doomed to melee-only, and have a lot of difficulty
reaching flying enemies or dealing with threats they can’t simply run up to and
hack.
On the flip side, there are a lot of great concepts you can
make with a Barbarian, and their Utility Factor would likely be higher in
certain campaigns than in others (such as adventures taking place largely in
the wilderness or away from civilization).
Bard
Bluff, bluff, bluff the stupid Ogre!
Utility Factor: C+
Hack Factor: D
Hack Factor: D
The Bard’s decent Utility Factor is due to his variety of
skills, decent number of skill points, a small selection of spells, and
abilities that have a lot of value in social situations. The Bard’s Utility
Factor takes a hit if the campaign is largely focused on dungeon-crawls or
avoids social situations like the plague, however. In battle, the Bard’s Hack
Factor is mostly due to his ability to buff or heal his companions—Bards are
not great combatants on their own.
Cleric
Today's sermon begins with an asskicking...
Utility Factor: A
Hack Factor: A
Hack Factor: A
Question: What has good hit points, good saving throws, can
kick butt in combat and sling spells almost as good as a Wizard? The Cleric.
These characters are one of the first powerhouses on this list—the sheer
variety of spells available improves the Cleric’s Utility Factor and his
ability to smite infidels is quite potent, explaining the high Hack Factor. A
well-designed Cleric character at higher levels can outperform nearly any
Fighter in combat and is only barely eclipsed by the Druid and Wizard in
dealing with out-of-combat situations.
Druid
The wrath of nature is a frightening thing...
Utility Factor: A+
Hack Factor: A+
Hack Factor: A+
In my opinion, the unquestioned champion of both Utility
Factor and Hack Factor is the Druid. The animal companion is nearly as good as
a Fighter in melee combat, and a great spell list plus the Druid’s ability to
wild shape into animals (and other creatures with the right feats) enables him
to meaningfully interact with almost any challenge you can imagine. Similarly,
the Druid (and his mighty animal companion or any summoned critters he chooses
to bring along) can kick massive amounts of ass in combat. In a one-on-one
faceoff—at any level!—with any other class on this list, the Druid comes out on
top with only one notable exception: a properly prepared Wizard.
Fighter
The Men-at-Arms just aren't what they used to be...
Utility Factor: F
Hack Factor: C
Hack Factor: C
Alas, poor Fighter. I hardly knew ye. The Fighter suffers a
failing grade in Utility Factor due to his abysmal number of skill points, a
limited skill selection, and nearly zero abilities that do anything meaningful
outside of combat. Even when the Fighter is doing his job (i.e., fighting
stuff), he is often outclassed by other characters simply due to a lack of
options. Thanks to his high number of feats, a properly built Fighter can be a
formidable opponent in the right circumstances, but change the playing field
even slightly (i.e., a fly spell) and the Fighter can be next to useless.
For those people (like myself) who enjoy playing Fighter-type characters, I strongly recommend checking into the Tome of Battle (AKA the Book of Nine Swords), as the Warblade class in that book is a great replacement with significant improvements in grade for both Utility and Hack Factors.
Monk
You want a piece of me???
Utility Factor: D
Hack Factor: D
Hack Factor: D
The Monk has great saving throws but little else going for
him. Monks have better skill options than a Fighter, but require significant
investment in a lot of attributes in order to really benefit. Monks are similar
to Fighters in that they do their best work up close and personal with the
enemy, and they lack any real answers to flying enemies. In addition, Monks
have difficulty dealing out significant damage when compared to many of the
other classes on this list, limiting their usefulness considerably.
Ranger
Welcome stranger, to our danger...
Utility Factor: C
Hack Factor: C
Hack Factor: C
A decent set of skills, a small handful of spellcasting
abilities, and his animal companion provide the Ranger with a reasonable
Utility Factor. However, like the Barbarian, this Utility Factor can suffer
greatly if the campaign is largely confined to dungeon-crawling or large
cities. Rangers have a decent Hack Factor due to their ability to strike foes
at range (archer Rangers rather than dual-wielders) and the benefits of the
animal companion and spellcasting. This Hack Factor rating is fairly generous,
however (it assumes an archer ranger and a good selection of feats and the
animal companion). Many Rangers (particularly the dual wielder style) will
struggle to match up.
Rogue
Stealing hearts and purses in equal measure...
Utility Factor: C+
Hack Factor: C+
Hack Factor: C+
Rogues benefit from the best skill selection and number of
skill points available, providing a more-than-decent Utility Factor. Rogues can
also put their skills to good use in combat, and hit many enemies with a
devastating sneak attack strike. Unfortunately, sneak attack does not work
against several common monsters (such as undead), and the Rogue’s sneak attack
is best used only in melee—and even then, only against a flanked target.
Sorcerer
She's got the power, ah-ahhhh....
Utility Factor: B
Hack Factor: B
Hack Factor: B
Although the Sorcerer shares a lot in common with the
Wizard, he simply cannot compete on the same level when it comes to Utility
Factor and Hack Factor. The Sorcerer’s limited number of spells that he knows
does not make up for the freedom from preparation and the increased number of
uses per day. The Sorcerer does regain some ground with his high Charisma and
decent skill selection, but in the end he is only playing second fiddle to the
other full spellcasters on the list.
Wizard
Can't beat the classics, baby!
Utility Factor: A
Hack Factor: A
Hack Factor: A
The Wizard is one of the kings of both Utility Factor and
Hack Factor, thanks to his massively varied spell list (and not hurt at all by
having a good number of skills and skill points added into the mix). A properly
prepared Wizard can vanquish nearly any foe at high levels, and even at low
levels Wizards contribute greatly to the party if given
an opportunity to study the appropriate spell for nearly any situation.
Options Vs. Uses—The Inverted Pyramid
Particularly in the Dungeons and Dragons 3.0/3.5 paradigm,
using a single ability more times per day is generally less powerful than
having more options of what ability to use. This is because that recharging
“per day” abilities is often fairly trivial—usually a simple matter of the
party deciding to stop and rest after defeating any particularly powerful
opponent or after exploring a portion of a dungeon.
Consider the following classes placed in an inverted
pyramid—the widest array of options is at the top, with the number of options
available narrowing as you step down the pyramid towards the bottom.
Thus, the top portion of the Pyramid is best represented by
the Wizard—he has the widest selection of options available to him, and his one
of his defining features is the variety of his spell list. The wizard is limited
mainly by the fact that he must pre-memorize his spells and cannot change his
spells on the fly (albeit there are some advanced feats, abilities, and magic
items that go a ways towards mitigating this limitation).
Just below the Wizard are other classes with very broad and
comprehensive spell lists, such as the Cleric and the Druid.
In the middle band of the pyramid you’d find classes like
the Sorcerer and the Bard, both of whom have more sharp limits on the number of
spells they are able to cast, but a higher number of times per day that those
spells can be used. Similarly, they do not need to prepare their spells ahead
of time.
At the very bottom of the pyramid you’d find classes like
the Warlock. Warlocks have unlimited uses of their abilities—essentially able
to use their powers “at will”—but have only a relative handful of abilities to
choose from.
I think that one of the biggest failings of any class/level system is all of this right here.
ReplyDeleteNice post... I hope future games do a better job of dealing with this sort of shortcoming
MMORPG
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