Gloombunny
First Post
I have two responses to this. First, while "it's all just randomizers" is generally true, Exalted IMO proves it's not always the case. There is a real, tangible, play-affecting difference between rolling 1d20 and adding a bonus, and counting up 15 or so d10s, rolling them, and counting how many are 7 or higher. The latter takes significantly more time! When you're doing that for every roll, things really bog down. (And yeah, not every roll is as many as 15 dice, but then, some are much more.)Reynard said:Generally speaking, "hating mechanics" is one of those things I just don't get. d20, dice pool, percentile, whatever -- it's all just randomizers.
Second, I really wasn't talking so much about the random-number generation as about the character-creation and combat rules in general. They're cumbersome and very poorly balanced, and the combat rules make it extremely difficult to visualize a fight corresponding in any way to what's going on at the table. Also, the whole thing where you have to give a detailed, flavorful description of what your character is doing in order to get a crucial bonus, and then roll to see if what you just described actually happens or not... that's just dumb. Let me see the die roll and then come up with a description that matches it, for expletive's sake! Or better yet, let me play a sensible system like D&D3.
Are you talking about every addition of material that wasn't in a prior edition of D&D? When the Greyhawk supplement added a thief class that wasn't in the original version of D&D, was that a change to the core material and an attempt to make D&D into a different game? Or is it only some changes that affect the game in the way you're talking about? Answer: the latter, and it's a matter of opinion whether any given change does or doesn't fit with the established spirit of D&D. Hell, there's a guy over at rpg.net who played with Gygax and Arneson way back in the very beginning, and if you ask him, giving evil clerics access to healing magic was a poorly-conceived change to the original material, and people who don't roll 3d6 six times in order to make their characters and nominate a player to be the party caller are missing the point.What I am suggesting is that while these things can be fun, cool fantasy, they are not, traditionally speaking, part of D&D's core material. I think if you actually go back and look at D&D core material from all ediitons, you'll find that there are elements that have been pervasive. Those are what I am talking about in regards to what makes D&D D&D -- it isn't just subjective opinion.