A Realization (maybe an epiphany?) about D&D

You know, part of me wants to limit the complexity of the game by going through the feats and spells carefully, evaluating what I want and what fits the "feel" of the game I want to foster, and restrict PCs to just those on a specific list. That's partially against the "options, not restrictions" motto of 3.X, but it does limit the things I have to juggle in my brain
 

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To the original poster:

I've been playing D&D for close to 25 years. Love(d) 3.5. Will probably still play it, but...

Check out Savage Worlds. It just might be everything you are looking for. Read the Test Drive rules a couple of times. If you can get a hold of the full Revised book, even better.

Despite what some people think, Savage Worlds is not really "rules lite", it is what I like to call "complexity lite". There are rules to cover quite a lot of things. And you won't believe what all is included in this small book. There is even Mass Combat rules. They take up 2 facing pages, and are some of the coolest out there.

I won't spend a lot of time trying to sell you, or anyone else, on the system. Check it out for yourself, and try to understand its goals.
 

It's insane how these arguments go:

Early editions of D&D were annoying because they didn't have rules to cover things that often came up in the game.

It's bad to have to constantly make up house rules.


The current D&D is annoying because it has rules to cover things that often come up in the game.

It's bad to have to constantly open the book and read the rule.


Dungeons & Dragons [current edition] is the one true game. All previous editions were just attempts to achieve this level of excellence.

Quasqueton
 

BelenUmeria said:
As you said, combat is a particularly complex portion of 3e.

Did I say that?

The game is much more tactical and it has lost some of the cinematic feel that characterized earlier versions.

Are tactical and cinematic at odds? Hmmm... perhaps somewhat, but I wouldn't say they are directly opposed.

Y'see, I like cinematic flavor, but don't want to sacrifice support and consistency to get it. To me, to be cinematic and spontaneous, you sort of have to surge beyond the rules, which requires the GM to make some calls. But I don't want to be making calls over mundane points, which is why I stand in opposition to the notion of stripping the support out of the game.

Which is why, if I repeat the mantra "the rules are guidelines" to the players, I get the best of both worlds and everyone is happy.

Just last session, a PC druid in my game cast speak with plants when traversing Yggdrassil, the world ash. It so happened that the world ash was being corrupted by Far Realms entities. In my head (and also repeated to the player so she could understand what was going on), I pictured the spell as operating by reaching out to the fundamental animus that is the part of plants... and in this case, the animus was being corrupted. So instead of the normal effects described in the book, I gave her a flash of a vision of the tree being corrupted, and she recoiled, taking wisdom damage (a common mechanic for mental trauma... see, building on the existing framework.)

You see, that is an example of winging it within the existing system; I did something that the rules don't anticipate nor could they anticipate. But that does not mean I don't want a description for a speak to plants spell; that would be throwing the baby out with the bathwater. I do not want to have to wing what such spells do typically... same goes for skills, class abilities, etc.

Spells and magic items are also needlessly complex.

From where I am standing, it's as complex as they need to be, give or take a little.

I guess our "needs" are different in this case. I "need" to not be burdened with mundane calls.

I agree that named bonus' have been great for bring more definition to the game, but as you progress in D&D you either need a database of spell effects for each player and NPC, spell cards etc.

Do you? I've been looking up spells for a long time. Simple table rules such as piratecat's "have the book open to the spell you are casting" seems to handle the delay issue adroitly.

You may rue looking things up, but I think the game is more consistant for it and think the idea that it "requires a database" is hyperbole.

And now that things are implemented consistently, I can get away without looking up lots of spells, simply because they follow convention. If different spells stun creatures, I know what those do. It minimizes the spell description and often makes it easy to not need to look it up at all. Cartainly a player with a limited selection or common selection of spell should not need to look up a spell to understand what it does after the first few times of casting it (though I will admit, divine casters with bottomless spell lists are trouble for this reason... perhaps next game I'll nix clerics and druids and go with Favored Souls and Green Ronin Shamans).

Eventually, the game becomes more about stats and mechanics than the characters.

You can say that, but this is an aspect that appeals to many players. Having stats DEFINE what your character can do; it's on you to create the rest of the character.

D&D is a game that explicitly empowers players... and players dig that. Does it make the game more tactical? Yes, it usually does. But I will say that, whatever else you say about tactical play, tactical play and characterization are not mutually exclusive. I have enjoyed many games with heaping portions of both. If you are lacking one or the other, consider that it could be that your players don't enjoy one or the other.
 
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The thing I don't like about 3.x (and this is a minor drawback IMHP) is that the overly codified rules allows the players to spend a lot of time worrying about what stacks with what and tweaking spell and feat choices. In the old systems, I actually enjoyed deciding what stacked with what. I'm sure I wasn't completely consistant, but I wasn't too bad, and the players knowledge of how things stacked was much closer to what the characters intuitive knowledge of the situation would be. In general, I think that trade off for 3.x was worth it, but not without cost. I find that there are still plenty of things I need to wing as DM. If the player wants to try a novel action in or out of combat, I try to figure out what existing action it is anologous to, and tell the player: "I'm going to treat that as X, do you still want to do that?". Sometimes they will, sometimes they won't. Frequently players will want to do something that clearly more that a full round action. I'll let them know how much they can do in a single round. The rest of what they wanted to do is not forbidden, it just won't happen before everyone else gets a chance to do something.

And now for something completely different:
I notice that there a few folks in this thread who find 3.5 more restrictive than 3.0. I had not noticed much difference myself, but that may well be because I haven't looked that closely. Could one of more of you point me to areas where 3.5 is more restrictive.
 

How many rules are there, though, really? Chargen you only do once. The feats and skills chapters are short. The combat chapter is pretty meaty; are you saying there's too many rules relative to combat? The equipment chapter is just as meaty, but you certainly don't apply a majority of the rules therein in any given game. Most of the PHB seems to be made up of spells. Which, again, you don't apply very much of in any given game. The DMG is likewise nearly half made up on magic items and optional things

I guess I'm trying to understand in which area you feel there are too many rules. I'm guessing you're referring to combat, but I'm not sure.
 

I think I have just had my own epiphany about why I enjoy 3.0/3.5 and also earlier editions.

I am lazy - and so is the rest of my group.

Yep. there are lots of rules in 3rd edition D&D, but I cannot say I have mastered them all - nobody in my group has. We play the game, for the most part using the 3 core rulebooks, and we do not worry about if everything is precisely accurate. Once in a while someone will want to try something and we will either wing it, or look up if there is a rule for it. If there isa rule, we will try it. If the rule feels clunky, we'll toss it and move on.

I think the only thing that we continue to use, despite confusion, are the AoO rules. A good portion of the time we get them wrong, other times we forget them completely and you know what? We still have fun.
 

I think what Talath is looking for is a game where the "rules fade into the background." I've judged a few sessions of C&C and it does just that (and it is a breeze adapting most things from all versions of D&D to it). You might also like just using the Rules Cyclopedia or even original AD&D: used copies of the rule books are easy and cheaply found.
 

Thornir Alekeg said:
I think I have just had my own epiphany about why I enjoy 3.0/3.5 and also earlier editions.

I am lazy - and so is the rest of my group.

Yep. there are lots of rules in 3rd edition D&D, but I cannot say I have mastered them all - nobody in my group has. We play the game, for the most part using the 3 core rulebooks, and we do not worry about if everything is precisely accurate. Once in a while someone will want to try something and we will either wing it, or look up if there is a rule for it. If there isa rule, we will try it. If the rule feels clunky, we'll toss it and move on.

I think the only thing that we continue to use, despite confusion, are the AoO rules. A good portion of the time we get them wrong, other times we forget them completely and you know what? We still have fun.
THat's largely true for us as well. Although we do understand that AoO rules pretty well. We don't worry about getting everything exactly right, though, and as GMs we tend to handwave things like skillcheck DCs rather than meticulously calculating them out and all that. Despite all the rules, we tend to play relatively fast and loose, while still largely following the rules as well.
 

FWIW, I think C&C sucks. There are fewer rules to be sure, but the amount of editing mistakes in the book is excessive, the layout is terrible, it's hard to find things, and it leaves a lot to interpretation. Not only that, but some of the rules are excessively confusing. I still haven't figured out the whole save mechanic. And inititiative is a d10, not a d20, which always confuses the group I play with, because we switch between a C&C game and a d20 game, so when the GM asks us to roll initiative, it seems like half of us pick up the wrong sized dice.

I think it's a perfectly healthy exercise to look outside of WoTC for your gaming needs. I found HARP, and intend to run a campaign in it some day. It's very rules light (the entire game fits in one book), is not tied to any sort of grid for combat, allows for a lot of character customization, and actually has rules that make sense. There are still things I don't like about it, and I don't consider it the perfect system, but I find it much easier to tweak and to maintain balance than D&D. D&D's rule system has no implicit mathematical balance structure in place, which makes it infinitely frustrating to tweak, because you just have to guess whether things will end up balanced or not.
 

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