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SRD too confusing?
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<blockquote data-quote="Celebrim" data-source="post: 6856856" data-attributes="member: 4937"><p>If I had to guess, you have limited experience outside of the D20 system. It's good to branch out. Different fortune systems bring different strengths and weaknesses, and allow for different sorts of genera emulation and styles. WEG's D6 Star Wars is a very solid system for example, that I think does Star Wars better than other attempts and certainly better than the D20 version. Chill 2e is an excellent system. BRP/Call of Cthulhu is an excellent system. The Apocalypse Engine isn't exactly my cup of tea, but its got some very elegant ideas in it. There is more than D20 out there, and its worth gaining some familiarity with the possibilities.</p><p></p><p>I would not consider N.E.W. to be a replacement system for D20 Modern/Future. Rather, I'd go with N.E.W. as a replacement system for GURPS or FATE. Right now, based on what I've seen of N.E.W., I'd probably choose it over GURPS or FATE for any game where I might have otherwise chosen those systems. And if you are familiar with either system, and I'm guessing you aren't, then you'd probably be comfortable with this rules set. </p><p></p><p></p><p></p><p>Ok, so that's just totally unfair. Either stick with what you know, or branch out and learn. There is nothing reasonable about branching out from what you are familiar with and then protesting that something is different and unfamiliar as if those were problems in and of themselves.</p><p></p><p></p><p></p><p>Seriously, Pathfinder is straight up 3.5e D&D with only the most minor rules. It's probably easier to pick up that it would be to go into most house ruled tables. Again, it sounds like you and your players have very limited experience with the real diversity of game systems out there.</p><p></p><p></p><p></p><p>It's unreasonable to try to learn how to play a game through an SRD. And SRD is a reference. It would be like trying to learn to speak French with only a dictionary. Of course you can't do that. Fortunately, I think Morrus has an entirely reasonable solution. Check out the 40 page starter kit and play the short adventure. It probably won't be nearly as comfortable for you as D20 since it sounds like you are really familiar with D20. But even if it seems clunky at first, I think experience running and playing varied systems is good for you. Think of it like eating your broccoli or going to the gym. Even if it turns out to be something you don't like, it's going to be good for you. I would no long run a GURPS game, but I learned a tremendous amount from my time running GURPS and it still informs my D&D play and house rules. And hey, you might discover that this is actually pretty cool and does a few things that D20 might struggle with.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6856856, member: 4937"] If I had to guess, you have limited experience outside of the D20 system. It's good to branch out. Different fortune systems bring different strengths and weaknesses, and allow for different sorts of genera emulation and styles. WEG's D6 Star Wars is a very solid system for example, that I think does Star Wars better than other attempts and certainly better than the D20 version. Chill 2e is an excellent system. BRP/Call of Cthulhu is an excellent system. The Apocalypse Engine isn't exactly my cup of tea, but its got some very elegant ideas in it. There is more than D20 out there, and its worth gaining some familiarity with the possibilities. I would not consider N.E.W. to be a replacement system for D20 Modern/Future. Rather, I'd go with N.E.W. as a replacement system for GURPS or FATE. Right now, based on what I've seen of N.E.W., I'd probably choose it over GURPS or FATE for any game where I might have otherwise chosen those systems. And if you are familiar with either system, and I'm guessing you aren't, then you'd probably be comfortable with this rules set. Ok, so that's just totally unfair. Either stick with what you know, or branch out and learn. There is nothing reasonable about branching out from what you are familiar with and then protesting that something is different and unfamiliar as if those were problems in and of themselves. Seriously, Pathfinder is straight up 3.5e D&D with only the most minor rules. It's probably easier to pick up that it would be to go into most house ruled tables. Again, it sounds like you and your players have very limited experience with the real diversity of game systems out there. It's unreasonable to try to learn how to play a game through an SRD. And SRD is a reference. It would be like trying to learn to speak French with only a dictionary. Of course you can't do that. Fortunately, I think Morrus has an entirely reasonable solution. Check out the 40 page starter kit and play the short adventure. It probably won't be nearly as comfortable for you as D20 since it sounds like you are really familiar with D20. But even if it seems clunky at first, I think experience running and playing varied systems is good for you. Think of it like eating your broccoli or going to the gym. Even if it turns out to be something you don't like, it's going to be good for you. I would no long run a GURPS game, but I learned a tremendous amount from my time running GURPS and it still informs my D&D play and house rules. And hey, you might discover that this is actually pretty cool and does a few things that D20 might struggle with. [/QUOTE]
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