Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A Possible Way Forward for D&D (And a design pitch for WotC!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Greg K" data-source="post: 5482905" data-attributes="member: 5038"><p>Possibly. However, in thirty years of gaming, there are only three systems where I don't have major issues with the basic system: Savage Worlds, Mutants and Masterminds 2e, and True20. </p><p> </p><p>Savage Worlds, which I just discovered last year, is my go to game for non-supers. It edged out True20 by being non-class/level based. I do have a couple of quibbles with certain skills being too broad and see Gamble as unnecessary, but so far that has been the only complaint</p><p></p><p>True20 Revised is my d20 class/level of choice. However, I have an issue with the power system (wish it used skill points like Psychic's Handbook which was the basis) and a couple of feats are a little fiddly.</p><p></p><p>Mutants and Masterminds 2e: like True20 a couple of feats are too fiddly or my tastes.</p><p></p><p>So, basically, I have issues with most rpg systems including D&D 3e in which 90%of my pre-3e questionarie wants were implemented</p><p></p><p>With 3e my issues were</p><p>1. Level Drain</p><p></p><p>2. XP costs for casting certain spells and creating items</p><p></p><p>3. The power disaparity at higher levels between casters and non-casters (Well, I was never a fan of high level play anyway)</p><p></p><p>4. too many absolutes</p><p></p><p>5. non-biolgical aspects of race were still part of the write-up</p><p></p><p>6. mutliclassing </p><p>a. training is a variant not a default</p><p>b. allows players to circumvent the feats for armor proficiencies, weapon proficiencies, and at least one of the save feat</p><p></p><p>7. Clerics:</p><p>a. deity's domains not playing more of a role in shaping a divne character's spell list by default (the DMG had variant for DM tailoring spell lists).</p><p>b. not being a spontaneous caster</p><p>c. Save progression based on class rather than the deity served</p><p>d. Armor proficiency based on class rather than the deity served</p><p>e. power boosted to be more attractive </p><p></p><p>8. Druid</p><p>a. Animal Companion</p><p>b. Wild Shape</p><p></p><p>9. Monks not having the same level of customization as a fighter</p><p></p><p>10. Wizard</p><p>a. many of the balancing mechanisms were removed, neutered, or made a DMG variant</p><p>b. Specialist wizards with bonus spells rather than using some of the better options from 2e supplements.</p><p></p><p>11. System Mastery built into feats</p><p></p><p>12. No Hero Point option in core</p><p></p><p>13. Vancian Magic</p><p></p><p>14. issues with various spells</p><p></p><p>15. "Christmas Tree"</p><p></p><p>16. No ritual magic until Unearthed Arcana</p><p></p><p>17. much of the new PHB equipment</p><p></p><p>18. WOTC Supplements</p><p>a. Too much focus on Prestige classes rather than the PHB character customization until 3.5 and Unearthed Arcana and the Cityscape enhancement for wilderness/urban skill trade offs.</p><p></p><p>b. The race and class book format (which is still an issue for me with 4e).</p><p></p><p>c. The implementation of new classes, prestiges, and mechanics</p><p></p><p></p><p>My solution was to house rule (as I have done with nearly every rpg going back to AD&D 1e), incorporate some of the DMG variants, variants from Unearthed Arcana, and some third party products to shape the game.</p><p></p><p>4e fixes several of my issues, but introduces new ones or implements some fixes in a manner I do not like. There is very much a push/pull reaction when I look at it. Several people I know feel the same way. Or as one person, recently, phrased it, 3e was a toolbox. The DM was encouraged to modify and shape the game and given tools to do it. 4e more or less tells you to play a certain way, because it doesn't give you the options to change specific parts of the system.</p><p></p><p>Based on my own experience over the years, I think returning to the toolbox might be more useful.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5482905, member: 5038"] Possibly. However, in thirty years of gaming, there are only three systems where I don't have major issues with the basic system: Savage Worlds, Mutants and Masterminds 2e, and True20. Savage Worlds, which I just discovered last year, is my go to game for non-supers. It edged out True20 by being non-class/level based. I do have a couple of quibbles with certain skills being too broad and see Gamble as unnecessary, but so far that has been the only complaint True20 Revised is my d20 class/level of choice. However, I have an issue with the power system (wish it used skill points like Psychic's Handbook which was the basis) and a couple of feats are a little fiddly. Mutants and Masterminds 2e: like True20 a couple of feats are too fiddly or my tastes. So, basically, I have issues with most rpg systems including D&D 3e in which 90%of my pre-3e questionarie wants were implemented With 3e my issues were 1. Level Drain 2. XP costs for casting certain spells and creating items 3. The power disaparity at higher levels between casters and non-casters (Well, I was never a fan of high level play anyway) 4. too many absolutes 5. non-biolgical aspects of race were still part of the write-up 6. mutliclassing a. training is a variant not a default b. allows players to circumvent the feats for armor proficiencies, weapon proficiencies, and at least one of the save feat 7. Clerics: a. deity's domains not playing more of a role in shaping a divne character's spell list by default (the DMG had variant for DM tailoring spell lists). b. not being a spontaneous caster c. Save progression based on class rather than the deity served d. Armor proficiency based on class rather than the deity served e. power boosted to be more attractive 8. Druid a. Animal Companion b. Wild Shape 9. Monks not having the same level of customization as a fighter 10. Wizard a. many of the balancing mechanisms were removed, neutered, or made a DMG variant b. Specialist wizards with bonus spells rather than using some of the better options from 2e supplements. 11. System Mastery built into feats 12. No Hero Point option in core 13. Vancian Magic 14. issues with various spells 15. "Christmas Tree" 16. No ritual magic until Unearthed Arcana 17. much of the new PHB equipment 18. WOTC Supplements a. Too much focus on Prestige classes rather than the PHB character customization until 3.5 and Unearthed Arcana and the Cityscape enhancement for wilderness/urban skill trade offs. b. The race and class book format (which is still an issue for me with 4e). c. The implementation of new classes, prestiges, and mechanics My solution was to house rule (as I have done with nearly every rpg going back to AD&D 1e), incorporate some of the DMG variants, variants from Unearthed Arcana, and some third party products to shape the game. 4e fixes several of my issues, but introduces new ones or implements some fixes in a manner I do not like. There is very much a push/pull reaction when I look at it. Several people I know feel the same way. Or as one person, recently, phrased it, 3e was a toolbox. The DM was encouraged to modify and shape the game and given tools to do it. 4e more or less tells you to play a certain way, because it doesn't give you the options to change specific parts of the system. Based on my own experience over the years, I think returning to the toolbox might be more useful. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Possible Way Forward for D&D (And a design pitch for WotC!)
Top