shurai said:When was the last time you had to cast a save-able 4d6 damage spell on the defensive at a spell-resistant character? Does turning undead provoke attacks of opportunity? Let's see, 2d6 plus cha, then a d20 check . . . uh, right. Bluff to sneak attack? Lemme see, my bluff vs. his sense motive, then the attack roll, uh, yeah. Remember how long it took each of us to figure out how attacks of opportunity works? Time to roll an attack . . .wait, he gets a 20% miss chance, is that before or after the attack roll? Wait, I threatened, better roll again. Now time to roll damage, which is 2d10+6+d6(fire)+2d8(spirited charge) . . . wait, does the spirited charge bonus get doubled too? Hang on, have to recalculate the damage bonus from strength, because I'm wielding two-handed this round. Whoops, forgot I was fighting defensively, I missed. Oh, forgot the flanking bonus, guess I hit after all. Has Bless worn off yet? That stacks with Bardic Music right? Oh yeah, it doesn't, because it doesn't stack unless they're dodge or circumstance bonuses, right? Or was it luck bonuses? When I cast Aid as a domain spell for the Good domain, does it count as a Good spell because that's not in the description. Nevermind, I'll just polymorph him into a frog. Oh, that's been erratta'd four times since Tuesday? Is that a Full Attack or a Partial Charge?
I think those of us who still think d20 is simple need to get a grip . . . a [monkey] grip.
Zappo said:Obviously, the lack of rules for something doesn't really mean that you can't perform that action. It only means that the DM has to decide on the fly what rolls you should make to, say, grapple someone.
But, of course, the next time I grapple someone I expect to use the same rules.
Wow. You just described half a dozen systems.Frukathka said:Too complex?! What the heck is simpler than a system that uses one die to resolve actions?
Zappo said:... Simple? Well, yes. Now, suppose you want to disarm someone or attack unarmed. Well, no. You can only kill, with weapons. Suppose you want to carry more than the standard amount of rations. Can't. Let's put combat aside and focus on roleplaying - want to make a character that is really good at crafting but not at healing? Can't. Want to make a character that knows everything about Rome's alleys but very little about the rest of the empire? Can't. And so on.
Zappo said:Obviously, the lack of rules for something doesn't really mean that you can't perform that action. It only means that the DM has to decide on the fly what rolls you should make to, say, grapple someone.
But, of course, the next time I grapple someone I expect to use the same rules. So it's better to write them down somewhere. Do this for one year, and you get D20.
What I'm saying is that D20 is just a simple system with its homework already done, for people who like their systems to reflect their characters in a somewhat accurate way.
Henry said:... Zappo I think had it right: Write out any system to be completely consistent, and it's going to start looking like the state of affairs with d20. The systems noted above, however, have it going for them that they are new, they are active in the player community, and there's enough internet interest to get some support for them.
Psion said:Feng Shui's a good game. I'd recommend it over any that have been mentioned in this thread.
Akrasia said:Obviously many people (like Psion) prefer the more complex system. But it is simply incorrect to claim that the more complex system (3E D&D) is necessarily more consistent and/or complete than the more general system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.