Thanqol wrote:This is a system where you can't steal stuff without taking the Thief perk. This is a system where your ability to get a good deal is a cold, hard, mathematical calculation based off percentages. "Because the rules say so" is, like, the foundation of this extremely crunch-heavy, simulationist system.
You're pretty intensely missing the differentiation between unnecessarily restrictive rules and building a setting. When I say "Because the rules say so" I mean the restriction has been put in place with no benefit to the setting, no necessary mechanical benefit, and (often) flies in the face of opposing logic. Rules that build the setting are vital, rules like how combat works, how social interactions work, how spells work, how building objects works - these are things that must exist for the setting to be understood and interacted with. For instance, pegasus tricks were added as a necessity to explain how pegasus used their unique abilities, helping characters understand and interact with the world. Let's look at the two examples you noted.
Being a good
pickpockettakes some notable expertise, a perk requiring you to be able to do it is reasonable. Notably, you can still steal without the Thief perk, you just can't pickpocket - or at least you can't pickpocket without getting spotted as you lack the training. I could see a rule that noted that a pony simply took a penalty to stealth when attempting to pickpocket and tweaking the Thief perk to remove that penalty, but the current implementation works fine to indicate the necessity of training for such an activity.
Putting rules on Barter make sense because it can be extremely difficult for the GM to judge how effective your character's ability to barter should be without it. Roleplaying bartering is one of the biggest wastes of time I've ever seen in a tabletop game and is incredibly inconsistent. Additionally, barter is
far from a set "cold, hard" calculation, given the GM can always raise or lower the base price of an item (or of all items in the entire shop/town, such as Tenpony) or give bonuses or penalties to a character's barter, to reflect the area, economy, or merchant disposition.
Also, if you call
this crunch-heavy, you've got to point me to whatever other systems you've been playing, because this is by
far the mathematically simplest set of rules I've ever worked with.
Thanqol wrote:And because the rules don't say nothing about the supposed Earth Pony area of expertise everypony else is free to take what they want from it, which contributes to this overall 'Earth Ponies are useless' malaise.
Viewing Glass and Dance Explosion have discussed the power of an Earth Pony specialist and covered this fairly well. Even without taking cybernetics, Mud Pie (an earth pony npc who regularly travels with us in our Stalliongrad game) is one of the most powerful and useful members of our party. I keep her built and run her in combat so Kkat can focus on everything else, and she regularly manages to out-damage and certainly out-utility Night Light (a One Trick Pony using Eldritch Knives) because, as an earth pony, she has access to those increased specialization perks and isn't splitting her stats off to make she she's a capable flier/spellcaster/shaman.
However, given that's purely anecdotal, and as an economist I love me some data analysis, let's look at some hard numbers taken from the
What's Your Level? thread that Dance Explosion started. Of the 49 characters among all the players that responded, we have the following:
Earth Pony: 13
Unicorn: 9
Pegasus: 9
Zebra: 6
Alicorn: 4
Gryphon: 3
Buffalo: 1
Other: 4
Showing Earth Ponies as the most popular player race by 44% over the tied runner-ups of Unicorn and Pegasus and a whole 116% more popular than Zebras. So, my question then is,
what malaise? If people were viewing Earth Ponies as unplayable, we certainly wouldn't expect to see them as the most played race in this sort of sample size.
Thanqol wrote:EDIT: "Systematizing the unicorn spell list was a terrible idea. Before you came up with that list of unicorn spells my unicorn was able to fly around all the time using telekinesis and now that's totally unviable for no better reason than "Because the rules say so". Magic should be entirely freeform like it was before because a crunch-heavy spell system stifles player creativity."
Similar to what I noted for pegasus magic, this is
far from a situation of "Because the rules say so" and entirely a situation of building the setting. If all unicorns could freely fly with telekinesis, why doesn't every unicorn we see in the show or in the book fly? It's fairly universally the superior form of movement and would make perfect sense to do so whenever convenient, yet we never see them do it. Little Pip is, of course, in a unique situation, and the spell includes this exception very clearly for any other ponies in such a situation. While I'll give you it limits player options, it also allows unicorns abilities and limitations to be clearly understood, which is absolutely vital for a functional world. Worth bringing up, I've been in discussions with Viewing Glass to work out some notes for creating custom/altered spells to bring up for discussion at some point (hopefully) in the near future, intended to help allow unicorns to have some more unique options (along very similar lines to the Invention rules) while still keeping them balanced for the system and in-line with the setting.
If you want to build this as an optional addition for groups to decide they want to use, awesome, but I really don't see it having a place in the core of the system.