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<blockquote data-quote="practicalm" data-source="post: 7537435" data-attributes="member: 6777923"><p>Interesting. I've played so many different systems that I love looking for the right system for the game I want to run. And when I mean game I want to run, I mean the both the mechanics and the feeling of adventure.</p><p></p><p>D&D has always been a rough system for me even though I started with it back in 1979. I felt the rules required you to study them so thoroughly in order to run the game, either to know where in the book to find the rule or just know the rules by heart. I will say that some things have been lost in the drive to systemize the rules. The standardization of bonuses from the attribute scores is something less than the different curves that existed before. Having the option for other attributes to have 18/01 - 18/00 would have been interesting for different classes. </p><p></p><p>I think that the largest problem around immersion for me is classes. I prefer systems where characters are free to chase any skill or ability they want. </p><p></p><p>The second problem is does the rule set fit the source material. I love Champions but the way characters are built makes it hard to run comic books stories because combat can take so long to resolve.</p><p></p><p>Matching the feel of the game to the rule system is preferred than to think that one system can and do it all.</p><p>The first Paranoia rule set was terrible because it was a complicated system that didn't match the fun of the setting. Second edition did better and I didn't buy any addition after that.</p><p></p><p>The d6 rule set for Star Wars always seemed better than trying to mash Star Wars into the d20 rule set.</p><p></p><p>Call of Cthulhu needs system where death is easy or the horrors from beyond time and space lose their power.</p><p></p><p>I love GURPS. I would prefer to run it for all my games that have a low to mid strength focus. I like the GURPS magic system because of how it is tied to physics.</p><p>I'll agree it isn't for everyone but once the characters are created the rules are pretty simple to run. 3d6 rolls for most things.</p></blockquote><p></p>
[QUOTE="practicalm, post: 7537435, member: 6777923"] Interesting. I've played so many different systems that I love looking for the right system for the game I want to run. And when I mean game I want to run, I mean the both the mechanics and the feeling of adventure. D&D has always been a rough system for me even though I started with it back in 1979. I felt the rules required you to study them so thoroughly in order to run the game, either to know where in the book to find the rule or just know the rules by heart. I will say that some things have been lost in the drive to systemize the rules. The standardization of bonuses from the attribute scores is something less than the different curves that existed before. Having the option for other attributes to have 18/01 - 18/00 would have been interesting for different classes. I think that the largest problem around immersion for me is classes. I prefer systems where characters are free to chase any skill or ability they want. The second problem is does the rule set fit the source material. I love Champions but the way characters are built makes it hard to run comic books stories because combat can take so long to resolve. Matching the feel of the game to the rule system is preferred than to think that one system can and do it all. The first Paranoia rule set was terrible because it was a complicated system that didn't match the fun of the setting. Second edition did better and I didn't buy any addition after that. The d6 rule set for Star Wars always seemed better than trying to mash Star Wars into the d20 rule set. Call of Cthulhu needs system where death is easy or the horrors from beyond time and space lose their power. I love GURPS. I would prefer to run it for all my games that have a low to mid strength focus. I like the GURPS magic system because of how it is tied to physics. I'll agree it isn't for everyone but once the characters are created the rules are pretty simple to run. 3d6 rolls for most things. [/QUOTE]
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