Empirate
First Post
I imagine that in most of those cases, the system doesn't work for them, for a variety of reasons.
My personal reason is most often pacing. The fiddlier the rule, the more it pauses the game, and the less often it comes up, the worse it is when it comes up. It's a lot easier to handle a fiddly rule that you memorize by repeat use and start to do instinctively, rather than something like tripping, where nobody remembers the rule exactly, so you feel forced to crack open a book during the game (gah!).*
* I know that at a lot of tables the books are always open for reference, but whenever someone cracks open a book (well, except for the equipment lists), my group lets out a collective groan.
The rules for tripping are fiddly to you? Are you serious? It's basically a touch attack plus an opposed Str roll. Usual modifiers apply, usual AoO applies. How does your group need to crack open a book for that?
Also, I find that tripping comes up about an average 1/session at my table, and no, there's no trip-focused PC around. It's not hard to 'memorize' how tripping works under these circumstances. The only combat maneuver that's a bit fiddly in 3.5 is grappling, but I actually like that, because it opens up a lot of new options when you do it.
Also:
ImperatorK said:If you can't handle complicated rules, D&D isn't for you. Personally I'll take complicated but more functional over simple/streamlined rules.
Exactly.