Re: Homebrew - OOC Player Jobs
Okay! Let's try this "critque" thing, then. I swear I'm not stalking your posts; you've just posted 10x as much as everyone else!
1. Why does the Leader roll include an alignment restriction? If you want an all-Good party, that's something to be handled as part of the social contract right up front. If everyone wants to play a more mixed game, I see no reason why a Cleric of Pelor (or, say, a Lawful Good fighter) couldn't be the leader of a party including, say, a Chaotic Evil rogue.
2. I'm not exactly opposed to conflict within a party, but I think it will create unnecessary tension to have the GM say, "Okay, guys, I've picked Bob to collect and organize all the loot. Bob, here's the rules for when you want to steal from the other players." I recommend that stealing
A) Be an option that everyone has (or no one has, depending on the group) and
B) Not be a part of the assigned roles (particularly not Treasurer). If you want PvP pickpocketing, let the canaries in on the fun. They have more free time, after all!
3. Why does the Leader's reputation overwrite everyone else's? I've found it fairly easy to have NPCs react differently to different PCs (within reason). Further, consider the following scenario:
Your basic four-man party starts off. The charismatic but vicious Sorcerer becomes the leader. A few months later, Black Leaf the Rogue dies. Her player (for some inexplicable reason) decides she -really- wishes there was a healer in the group and states up Wondrous Rose of Tender Mercies, an incredibly pious and holy woman (taking feats/advantages for NPC reaction modifiers as appropriate).
Are people going to ignore the holy woman and focus on the sorcerer because he was there first?
4. Sort of a meta-comment based on responses I'm seeing in the thread...
It's not especially productive to post "I hate your system," but it doesn't add much to say, "If you don't like it, just don't use it/post," either. It seems like we have a number of different playstyles and systems on the forum, so why not take advantage of that?
You/we/somebody with the time could start listing variants for the "Player Jobs" tool-- strip down the system at the top, then describe ways to tweak it for people who like more/less PvP, people playing different types of settings/systems, groups with more or fewer players, etc. Then people can start posting notes about which player roles they find save the GM the most time, so that people with fewer than four players know which roles to fill first when they try out the Jobs.
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For instance, I'm running a game right now on a "Lite" system (Risus) that could benefit from a historian as written and possibly a treasurer who spends a bit less time on gp and a bit more time on what the characters have in their trunks. Because of the way advancement works, being kept out of danger actually acts like more of a penalty than a bonus (especially with how we handle death). On the other hand, there's not really "loot" that players would benefit from getting fractionally more of. So probably the reward in -that- game would be more aggro for the people with jobs!