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<blockquote data-quote="Psion" data-source="post: 3373345" data-attributes="member: 172"><p>I was just thinking about all the things that make D&D such a joy to play. Here's what I've come up with.</p><p></p><ol> <li data-xf-list-type="ol">Power Disparity - this is sort of a defining feature of the whole system. Characters often start out as lowly rank and file members of their class, but quickly distinguish themselves. There is soon little chance of an unsatisfying demise of characters several levels below you. By 10th level, your character has the Frazetta-painting feel where he could take on a whole company of lesser warriors; its only the truly dramatic struggles with worthy opponents you have to worry about. This lends to the epic feel of the game.</li> <li data-xf-list-type="ol">Class System - It's nice that I have a system that enforces concept, but don't have to worry about rolling against/allocating points merely to skills I used last session, which makes my character concept less vulnerable to GM whim and allows me to take into account what I want out of my character, not just what the GM brewed up for that nights.</li> <li data-xf-list-type="ol">The whole d20 thing - I like that D&D shucks off the false notion that some games adhere to that use bell curves are somehow more "accurate". Those who really understand statistics understand that a bell curve is irrelevant to raw probability; bell curves are useful for mapping physical quantities to probabilities, but when modeling raw probability, it has no meaning. So, using a raw d20 helps the DM understand the decision space, making it easier to estimate challenges on the fly.</li> <li data-xf-list-type="ol">Break points - The game offers concrete improvement points. It doesn't force you into the niggly and nigh-insensible single percentage point improvements of some percentile systems, nor does it create such an obstacle to advancement that you could never hope to emulate heroes of the genre like some systems of the 90s.</li> <li data-xf-list-type="ol">Magic - The present philosophy regarding magic is awesome. It's a fully functional system with flavorful pre-defined effects that is not woefully shoehorned into some author's vision of how magic works. If you have a vision of what goes on behind the scenes, you can put it in, or leave it a little mystery. The beauty of the volume of pre-defined spell is that it doesn't require anyone who wants to be a spellcaster to be an engineer to build his spells. (I'm an engineer, don't get me wrong. But we tried playing Fantasy Hero with business majors in college. It wasn't <s>pretty</s> <em>fun for the business majors</em>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</li> </ol><p></p><p>In summary, let me just say that I like that D&D is written to players who have been playing the game for a while. We aren't 10 anymore, so it's appropriate that the dominant game on the market isn't a little pamphlet book like when we were 10. And yet, the clarity of the way the rules were written and the subscription-style setup of classes make it so casual gamers can sit down and play.</p><p></p><p> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Psion, post: 3373345, member: 172"] I was just thinking about all the things that make D&D such a joy to play. Here's what I've come up with. [list=1] [*]Power Disparity - this is sort of a defining feature of the whole system. Characters often start out as lowly rank and file members of their class, but quickly distinguish themselves. There is soon little chance of an unsatisfying demise of characters several levels below you. By 10th level, your character has the Frazetta-painting feel where he could take on a whole company of lesser warriors; its only the truly dramatic struggles with worthy opponents you have to worry about. This lends to the epic feel of the game. [*]Class System - It's nice that I have a system that enforces concept, but don't have to worry about rolling against/allocating points merely to skills I used last session, which makes my character concept less vulnerable to GM whim and allows me to take into account what I want out of my character, not just what the GM brewed up for that nights. [*]The whole d20 thing - I like that D&D shucks off the false notion that some games adhere to that use bell curves are somehow more "accurate". Those who really understand statistics understand that a bell curve is irrelevant to raw probability; bell curves are useful for mapping physical quantities to probabilities, but when modeling raw probability, it has no meaning. So, using a raw d20 helps the DM understand the decision space, making it easier to estimate challenges on the fly. [*]Break points - The game offers concrete improvement points. It doesn't force you into the niggly and nigh-insensible single percentage point improvements of some percentile systems, nor does it create such an obstacle to advancement that you could never hope to emulate heroes of the genre like some systems of the 90s. [*]Magic - The present philosophy regarding magic is awesome. It's a fully functional system with flavorful pre-defined effects that is not woefully shoehorned into some author's vision of how magic works. If you have a vision of what goes on behind the scenes, you can put it in, or leave it a little mystery. The beauty of the volume of pre-defined spell is that it doesn't require anyone who wants to be a spellcaster to be an engineer to build his spells. (I'm an engineer, don't get me wrong. But we tried playing Fantasy Hero with business majors in college. It wasn't [s]pretty[/s] [I]fun for the business majors[/I]. :) ) [/list] In summary, let me just say that I like that D&D is written to players who have been playing the game for a while. We aren't 10 anymore, so it's appropriate that the dominant game on the market isn't a little pamphlet book like when we were 10. And yet, the clarity of the way the rules were written and the subscription-style setup of classes make it so casual gamers can sit down and play. :p [/QUOTE]
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