Ridley's Cohort said:
Integrated mechanics offer the designer two options: (1) write your new mechanics so they integrate with the rest of the system, or (2) write your mechanics as you please and silo them off from the rest of the mechanics by a trivial act of fiat.
WOW! i couldn't disagree more with you on this one!
now, surely you are right. there's nothing that stops me from stop giving magical items to the players if i want to run a nitty gritty low magic game. nothing apart from the fact that the *whole* system is built around the assumption that, say, you will have a +x magical weapon at level 3, and a +y magical defense bonus.
yeah, i could simply substitute those plusses with class bonuses. only, in my nitty gritty world, it doesn't make sense at all that a PC should have access to what effectly are superpowers.
in 2e, there's way those monsters that do need magical weapons to be fought often require a +1 weapon and nothing more. hardly stuff of legend in a "normal" campaign.
say i wanted to ignore completely the skill system. would the classes still be balanced? nope. say i wanted to run a late reinassance game where nobody wore heavy armours and magic was rare. would the classes would be balanced? nope.
surely i could redesign the system to play d20 nitty n gritty, or d20 without armour, or d20 without magic, or whatever. but that would be, indeed, REDESIGNING the system, not just plug in your nice little set of house rules.
that's why many people had heavily house ruled AD&D games, back in the dayswhereas many people today have bought arcana unearthed, iron heroes, or whatever "it's still D&D, only with a different flavour" RPG supplement it seem to offer an alternative rule set.
now, keep in mind that i see absolutely nothing wrong with that, and it's all good... it's good to have unified system to introduce people into the game and everything.
but i don't have lots of money to spend on "alternative d20" books. and, most importantly, i have zero time to read them... or to redesign the system by myself.
Ridley's Cohort said:
Pre-3e mechanics force you to use option number two.
i don't think so.
example: i don't like non weapon proficiencies. i want a subsystem that is similar to thieves' skills. a simple proportion: NWP value:20 = x:100 et voila', i have a percentage skill. every time the PC spends a NWP slot, i add +5% to the skill. end of the story.
similarly, i can turn all classes into kits, so that a PC is either a fighter, a claric, a wizard or a thief and then has his own specially definying kit. it takes a bit longer than the NWP trick up there, but balancing the classes out is quick, if you refer to the optional rules to create PC classes in the DMG.
Ridley's Cohort said:
And 3e forces you to mesh with the rest of the system how exactly? Do the Thought Police come knocking on your door?
exactly as i think i've shown you above: you touch the feats? your game is unbalanced. you touch the skills? sorry, unbalanced. hate tactical combat? unbalanced. don't want no magical item assumption? can you spell unbalanced?
in other words, 3e for me is less than "whatever game i want it to be" and more "the game as the majority play it". if i disagree with the majority, tough for me.