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I guess I really do prefer simplicity

I'm going to have to disagree here. Firstly, I'm not talking about hyper-specialization as in being the best trippy chain fighter.

The problem with the super simplistic fighter is that he only has 2 tricks. Swing sword or shoot bow. And other than variance in the die type, nothing differentiates him from Mr. Swing Axe or Throw Axe. Not really anyway. If my PC died, yours could pick up my stuff and do the exact same thing.

With no extra rules, the figher is BORING. This is why folks move on to play Wizards. They get more rules and more OPTIONS.

This is why each subsequent edition has added more stuff to the fighter. To add some variance between REALLY different things my fighter does, compared to yours.

Because of the way the basic fighter worked, if I missed a session, you could play my fighter exactly the same way you played yours. And it wouldn't matter.

With the extra options like feats, it encourages playing my fighter differently than yours, to take advantage of the feats I have, that yours doesn't.

Basically, the rules gives options to define a PC, and then sets a play pattern for that PC.

I'd hate to call it a "restriction" but part of the challenge of roleplaying is to define a role which has limits to how it acts (choosing a Good alignment versus evil) and then solving the game's problems with those choices made.

To sum up, I like having enough complexity to differentiate my fighter from yours, and not just through the funny accent I use and the stupid weapon choice I chose during equipment buying.

If the part of the game you enjoy most is the combat boardgame aspect I completely understand and appreciate this view. I just decided that for me, systems other than D&D scatch that itch better. I can really get into a detailed crunchy combat treatment but the abstraction of D&D doesn't provide the simulation I like so I prefer to avoid the complication too.
 

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My goodness we gamers are a diverse bunch.

For myself, I love detail and diversity and complexity and mechanics that elegantly represent these. Things that maintain an internal logic of suitable mechanics so that they react appropriately when pushed or prodded in one way or another by the DM and the players are what I like. I suppose I like a detailed structure of rules that I can freely bounce between in game. I like things to be consistent and make sense. As such, a simplified or overly streamlined game is most likely my least favoured to play - to each their own as it were and I suppose everyone has an edition of D&D that suits them best, which is kind of cool too.

My prep time most likely exceeds my game time most of the time. I love preparing detailed character sheets - I have seven characters in my Age of Worms campaign and each character sheet is between 15 and 22 pages in length (lots of campaign material etc. in them). I love making up spell and item cards and all the trappings that go with such play. I have a huge alphabetical file box that I take to games with pages and pages of details. So as such, your hell is my heaven so to speak.

Best Regards
Herremann the Wise
 

A few observations:

  • The AD&D/BECMI Fighter is the "gambler's class", in that no other class rolls the d20 or the damage die more. This can retain interest, especially when combined with collecting magic items to power that up. Raid Encyclopedia Magica for powerups, or include Weapon Mastery or AD&D's specialisations.
  • I believe that recent editions of the game have moved the focus from the adventure, worldbuilding and campaign arcs to powering up PCs, to the detriment of the game as a whole. When combat plays fast, you can get through more adventure. When the focus of the game becomes tactical combat, D&D is inevitably trumped by computers. It boggles me a bit that 4E didn't play to the PnP's strengths, rather than try and take on the computers on their own turf.
  • The payoff of feats and special maneuvers is having to use miniatures and battlemaps, which, when combined with the inevitable delays required for tactical decision making turns D&D into a chess combat game, rather than a campaign game. There simply isn't enough time to do a campaign of the scope that BECMI or AD&D can manage in 4E, IMO.
  • There are obvious commercial reasons to force miniatures and a desire for further splat into the game: Keep the suckers buying. I'm sure WOTC could release something simple and self-contained that encouraged players to build their own material, but that's obviously not in the company's best interests. The splat model will inevitably create edition burnout, so I don't see the point in following them along for the ride. By the time you "have all you need", you won't want it, because the result will be an unbalanced labyrinthine mess.
 

Dear Man in the Funny Hat,

I would strongly suggest you look into the game Savage Worlds:

The Many Worlds of Pinnacle Entertainment Group

It is a simple system that can be reorganized for a variety of settings (simply look at the site to the possibilities there ... and there are 3rd party publishers as well). It is quickly explainable and rather flexible. This might be a game to your tastes. :)

Yep. I thought of Savage Worlds immediately upon reading the original post. It really captures all the things you're looking for. To put it in the terms of one of my gaming buddies, it has the fine granularity of options that players want but the coarse granularity that game masters want. In other words, it's complicated enough to be fun to play but still simple enough to be able to run easily. You should give it a look.

As for me, I'm using D&D minis the next time I run that game. That is about as complicated as I want it these days. The players can use the core 3.x, but I'm just making it easier on myself as a DM.
 

BryonD said:
Yes there was. You said "The variety of possibilities in characters, environments and events is thereby so much greater". This is a reasoning that demands "limitations" be limited in scope to the "possibilities in characters, environments and events".
There is (as I explicitly noted) no such demand -- which would in any case not be the premise you claim "there was" for your further conclusion. That a game with fewer game-mechanical bits to manipulate would be more "limited" in that regard is obvious (and acknowledged as "the only 'limitation'".)

I happen to enjoy mechanically complex game rules systems as well. It is trivially true that constraining possibilities is not merely a consequence but the purpose of such a construct. Self-consistency is of its essence.

My hierarchy of values is not for "the least number of limitations" (which of course would be none at all) as an absolute good above all. That does not at all follow as a value judgment -- an opinion -- from the quite independent observation that the original D&D concept is not only "not more" limiting than WotC's but less limiting.

Consider: You are free to spend as much time and energy as you like in poring over 3e or 4e books to "build" your character for my game. No such labor, though, shall be incumbent on me (an OD&D DM) or the other players.

You are also free to set aside the books and come play your character with our less rigid rules and the "limited" resources of imagination.

Those resources are always the ultimate limit. There are penultimate, practical limits because we have finite resources of time and energy for wonkery with complicated models and artificial balances. There are further voluntary limits involved in agreeing to be bound by rules.

Would it "provide more options" to require that every vehicle in a game must be defined with the full design sequence of Fire, Fusion and Steel or GURPS Vehicles? Would it facilitate as much diversity as a less preparation-intensive, text-bound requirement?
 
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I'd agree with this, if not for the inclusion of 3x, in which I was never able to create a character in anything less than half an hour (and that was pushing things).

I was able to create 3e characters in about 15 minutes provided I used only the Player's Handbook. Now when I had the Complete series (among others) to use , I was looking at an hour, unless I was doing a very basic cookie cutter build I had found on the net.
 

A few thoughts here:

SIMPLIFYING:
1e can be easily simplified to some extent without really losing anything:
- remove weapon speed
- remove weapon type vs. armour type
- go to a straight d6 initiative, no modifiers (or, extremely rare)
- back off on enforcing encumbrance unless someone's abusing it
- open up what races can be what classes, and remove level limits; to counter, back off on some of the racial advantages and play up cultural differences instead

CHARACTER SHEETS:
Every character I have ever rolled up (in 1e *or* 3e) has started with a 1-page sheet, numbers etc. on the front and possessions on the back. On average, they seem to gain about 1 more page per adventure completed: an experience point tracking sheet, a finances tracking sheet, notes on adventures hooks, outdated sheets when it's rewritten so I can read through the scribbles and spilled tea, and so on.

AND THIS:
I for one love BECMI and would probably love 0E too. While we can say all we want about reduced options for fighters, I never really found that to be the case in actual play - mostly because combats were shorter (we could go through a dozen in a six hour session and still spend only half the time in combat). Because maybe half the time of the game was spent in combat (I'd actually say it's closer to one quarter, from personal experience in BECMI), the rest of the time, the fighter was doing his own little things - using his strength to lift up doors, and exploring the place. While he was no different mechanically from any other fighter, that didn't bug anyone. After all, it applied to every class in the game.

Each thief had the same thieving skills. The wizards had the same spells (since they'd share spellbooks). The clerics were the only ones with any diversity - they'd each have a few cure spells, and then a few other spells they'd co-ordinate.

The fighter's appeal was for the people that wanted to "hit stuff, and take hits". To be the tough guy. And in non-combat situations, the looser nature of the rules meant that fighters weren't really getting gimped.
Wik, you have *got* to sit in on a Victoria Rules game sometime. Hell, you're even in the right city!

And you're bang on about the classes, particularly the Fighter - the mechanical similarities matter not once personality enters the scene... :)

Lan-"Fighter for 25 years and counting"-efan
 


But, if you can explain to me then why it DOES take so long despite the fact that it SHOULDN’T then I’ll have learned something useful.
Reasons why character generation in D&D3 takes longer for some people:

1. They use more than the core rules. That some groups make this choice because they want more options, and then complain that choosing from those options takes longer, is insanity to me.

2. Some people are paralyzed by choices. Have them roll randomly, in order, and they can go. Give them the option to roll and then place the scores where they want, and they slow up under the decision. Give them the option to point buy their scores, and they seize up from indecision.

3. Some people like tweeking their PC down to the most minute detail. Their taking an hour to do this annoys those who are finished in 15 minutes.


Take a group of people into an ice cream store where the choices are one scoop of vanilla or chocolate, and you can all be eating your treats in a few minutes.

Take that same group of people into an ice cream store where the choices are one-three scoops of 32 flavors, and suddenly you will find it takes an hour to finally taste your treat.

But for some reason, no one will complain that the bigger store is bad.


Back to D&D. Being as the only real differences between AD&D character creation and D&D3 character creation are skills and feats, if it takes someone just 10 minutes to create an AD&D character, but 60 minutes to create a D&D3 character, that says that someone takes 50 minutes to pick out 1-3 feats (from a limited list for 1st level characters) and 2-8 skills (from a limited list).

It's not that the creation itself is time consuming, it's that some people just can't make up their frickin' minds.

Bullgrit
 

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