BTW, we gave up Dangerous Journeys when we discovered Earthdawn. It was a middle ground between the genericness of 2E D&D and the uber crunch of DJ. We played that for almost 4 years.
Hah! Us, too. Mythus was right between 2e and Earthdawn in our fantasy game progression.
I disagree. Full Practitioners had a lot of spells, about twice as many as a standard spellcaster. But they were by no means invulnerable. Ditto 7th Son of a 7th Son. It took a bit more imagination on the part of the GM, and it was a simple thing to remove them without the slightest hiccup in the game.
Not having played the game in over a decade, and being in San Jose while my books are home in Illinois, I'll take your word for it. I seem to remember full practitioner being a lot more significant, though - maybe it was number of heka points, maybe it was in casting speed - I dunno.
And yeah, while you can always chuck out the Seventh Son and Full Practitioner rules, my fundamental objection to both is that it's one extra die roll that creates two or more separate tiers of characters, overshadowing any randomness of statistics and/or HPs. It's like adding a table to D&D which says...
00-90: You're normal! Boo hoo!
91-95: U R KEWL! +2 to a stat.
96-98: U R AWSOM! +2 to 2 stats, +1 HP/level
99: WOW! +2 to 3 stats, +2 HP/level, start at 2nd level
00: Demigod in training! +2 to 4 stats, start at 3rd level!
I mean, the importance of this table would pretty much exceed any other roll in character creation. It's an added degree of major randomness that just widens the gulf between otherwise baseline characters. Making things worse, IIRC the Full Practitioner roll was based on your existing stats, so characters who were already powerful had a better chance to get kicked up a few notches.
I know it's a very Gygaxian/oldschool mechanic (see also Psionics in 1e) but while it seemed cool back then, it seems much less fine in retrospect.
Again, disagree. Joss Factors and Heka Points were very flavorful (and are no more arbitrary than Hero Points or Magic/Power/Spell Points).
No, I had no argument with their purpose in the game. I love luck points, and magic points can work if done well. I just think the names are silly. Heka darts!
But regardless, I think DJ is a beast of a misunderstood game. I never found it more complicated than GURPS, and always get a chuckle at how much spite and vitriol it gets from people who have never played it. Some played it and didn't care for it (nothing new there, look at some of the edition wars threads around here), others of us did. DJ is the game that really opened my eyes to the scope that a fantasy game could have, and it has influenced my homebrew world settings ever sense.
Quite the opposite, here. I don't have any vitriol for it. It's a game, though, that I think will always be in my past. My campaign is fondly-remembered by all my players, and we still reminisce about it sometimes. It may not have been more complicated than, for instance, Rolemaster - but that's still many levels of complexity above where I want to be nowadays. (And really - it still has an entire, big book, in small font, that's nothing but spell lists.
)
-O