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<blockquote data-quote="scourger" data-source="post: 2548189" data-attributes="member: 12328"><p>I'll chime in to agree with the basic tenor of the original post. I find the problem* with d20 D&D is its complexity. *I use the word "problem" to denote my difficulty with the system and that of my fellow gamers. The game just gets too complicated to run after a few levels. It's great at low levels. We think the sweet spot is about 1st through 5th level. By 10th, things are just out of hand. I think the game overall is an improvement over previous editions (which I have played since 1980) and many other game engines that I have played and/or run. The combat rules, in particular, are great. But, the rules quantify <em>everything</em>--and in a complicated way. Lately, I just don't have the inclination or the time to figure out all the complexities of a module's worth of foes to present a game to my friends even though I use preprinted adventures almost exclusively (thanks <em>Dungeon</em>!). </p><p></p><p>And this experience is just with core D&D & d20 games. I learned the lesson to keep the game to the core with the 2e brown (splat?) books. For D&D, I stick to the PHB, DMG & MM. I don't even use the prestige classes in the DMG. Ironically, I find a d20 derivative game like <em>Omega World</em>, <em>Judge Dredd</em> or <em>Star Wars</em> more appealing because the magic is emilinated. Check the PHB & DMG to see how much material is devoted to magic. It's a lot. Sure, you may have to worry about some psionics or Force powers, but they're nowhere nearly as complicated as spells and magic items. It's almost worth it to me to track all those bad guys' feats, gear & hit points in every combat in order to run <em>Omega World</em> or <em>Judge Dredd</em> just because the absence of magic makes it so much simpler. </p><p></p><p>The design of d20 seems to me to be that it is a table-top RPG emulating a computer/online RPG. My brain can compute all the variables at low levels, but I just don't want to work that hard at having fun right now to continue any of the D&D games I have "on hold". I have thought about reducing magic and eliminating hit points as ways to streamline the game, but I think it would lose too much in the process. I'm afraid it wouldn't be fun for the players. I even recently bought <em>Unearthed Arcana</em> to try to save the game for me. So far, no dice (pun intended).</p><p></p><p>By contrast, I find <em>Savage Worlds</em> very easy to run and seemingly enjoyable for the players. The design goals of that game are to make it easy on the GM as possible while keeping it fun for the players to start and keep playing. Even the publishing goal of producing one book per setting with an integral plot-point campaign exemplifies the design goals. PDFs are available for players & GMs who want more information, but the game can be run out of the core book with a great setting book added if desired. I think Shane Lacy Hensley has really hit upon the right design and marketing strategy with <em>Savage Worlds</em>. Although I'm not sure how it would work for swords & sorcery fantasy gaming, I'm anxious to try it. So far, it's really given the me ease to prepare it quickly and run it smoothly while allowing the players plenty of choices for cool abilities to make them unique and powerful.</p></blockquote><p></p>
[QUOTE="scourger, post: 2548189, member: 12328"] I'll chime in to agree with the basic tenor of the original post. I find the problem* with d20 D&D is its complexity. *I use the word "problem" to denote my difficulty with the system and that of my fellow gamers. The game just gets too complicated to run after a few levels. It's great at low levels. We think the sweet spot is about 1st through 5th level. By 10th, things are just out of hand. I think the game overall is an improvement over previous editions (which I have played since 1980) and many other game engines that I have played and/or run. The combat rules, in particular, are great. But, the rules quantify [I]everything[/I]--and in a complicated way. Lately, I just don't have the inclination or the time to figure out all the complexities of a module's worth of foes to present a game to my friends even though I use preprinted adventures almost exclusively (thanks [I]Dungeon[/I]!). And this experience is just with core D&D & d20 games. I learned the lesson to keep the game to the core with the 2e brown (splat?) books. For D&D, I stick to the PHB, DMG & MM. I don't even use the prestige classes in the DMG. Ironically, I find a d20 derivative game like [I]Omega World[/I], [I]Judge Dredd[/I] or [I]Star Wars[/I] more appealing because the magic is emilinated. Check the PHB & DMG to see how much material is devoted to magic. It's a lot. Sure, you may have to worry about some psionics or Force powers, but they're nowhere nearly as complicated as spells and magic items. It's almost worth it to me to track all those bad guys' feats, gear & hit points in every combat in order to run [I]Omega World[/I] or [I]Judge Dredd[/I] just because the absence of magic makes it so much simpler. The design of d20 seems to me to be that it is a table-top RPG emulating a computer/online RPG. My brain can compute all the variables at low levels, but I just don't want to work that hard at having fun right now to continue any of the D&D games I have "on hold". I have thought about reducing magic and eliminating hit points as ways to streamline the game, but I think it would lose too much in the process. I'm afraid it wouldn't be fun for the players. I even recently bought [I]Unearthed Arcana[/I] to try to save the game for me. So far, no dice (pun intended). By contrast, I find [I]Savage Worlds[/I] very easy to run and seemingly enjoyable for the players. The design goals of that game are to make it easy on the GM as possible while keeping it fun for the players to start and keep playing. Even the publishing goal of producing one book per setting with an integral plot-point campaign exemplifies the design goals. PDFs are available for players & GMs who want more information, but the game can be run out of the core book with a great setting book added if desired. I think Shane Lacy Hensley has really hit upon the right design and marketing strategy with [I]Savage Worlds[/I]. Although I'm not sure how it would work for swords & sorcery fantasy gaming, I'm anxious to try it. So far, it's really given the me ease to prepare it quickly and run it smoothly while allowing the players plenty of choices for cool abilities to make them unique and powerful. [/QUOTE]
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