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A thing about d20 D&D I didn't like, and still don't know why it was done...
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<blockquote data-quote="Psion" data-source="post: 3261607" data-attributes="member: 172"><p>You want my full narrative?</p><p>[sblock]</p><p>It was fun. It did its job for the day.</p><p></p><p>But so did my old beat up pickup truck. Wouldn't go back to that, either.</p><p></p><p>The first house rule I spun myself was the ranger. Why, I asked, did the ranger, supposed master of the woods, lack woodsy secondary skills? Well why not indeed. So I added a house rule to add these secondary skills. It was a hit. I soon learned to change up other things I disliked about the system.</p><p></p><p>I still enjoyed my games well into 2e but it was the underlying fantasy experience I enjoyed. Though I feel 2e improved many things, the system remained fundamentally inflexible. I was about to quit playing D&D when Skills & Powers came along.</p><p></p><p>Skills & Powers had the flexibility I was looking for. But it was broken. I found I could fix it by snapping loopholes shut and fixing other fundamental problems. I did so but at great cost. I had a 50+ page document tuning it, plugging things up, making it balanced. S&P had the flexibility that I wanted, but lacked quality control.</p><p></p><p>The 3e came along. At the time, I was hesitant to move on. In fact, it wasn't until I got the Monster Manual for 3e I truly began to see how much more implicitly flexible the system was. Y'see, in prior editions, I had always preferred my villains to be classes characters... drow and the like. Yeah, you could tack on levels on other sorts of creature, but it was sort of swimming upstream. After 3e, all creatures were characters, so to speak. They had stats, could have levels, etc.</p><p></p><p>So, in the midst of my 2e game, I decided to start a second 3e game.</p><p></p><p>After playing for a month, I was hooked and converted my other game. I found the other advantages of 3e. No different dice, rolls and types for different rolls to remember. (I always had one player at my table who would say "is this roll high or low..."). No convoluted nonsensical dual/multiclassing dichotomy or racial level limits, replaced by a system that balances humans against demihumans from level one. All these are more were things that I had seen people house rule around before, but here is was in black and white. No more teaching people your house rules to get them to play. And it had much of the flexibility I wanted from S&P.</p><p></p><p>I converted my 2e game to 3e game and ran it up to high levels. That campaign lasted for years, and was one of the most satisfying I ever ran.</p><p></p><p>So, in short, I had fun then. I have more fun now. So, you can call me a "d20 power munchkin dink" (your words), but this weekend I'm going to go play me some Dungeons and Dragons 3rd edition (yes). And I am going to have fun. You don't have to like it, but the don't have to diss me for having different values than you. Not that it will change my fun a bit if you do.[/sblock]</p></blockquote><p></p>
[QUOTE="Psion, post: 3261607, member: 172"] You want my full narrative? [sblock] It was fun. It did its job for the day. But so did my old beat up pickup truck. Wouldn't go back to that, either. The first house rule I spun myself was the ranger. Why, I asked, did the ranger, supposed master of the woods, lack woodsy secondary skills? Well why not indeed. So I added a house rule to add these secondary skills. It was a hit. I soon learned to change up other things I disliked about the system. I still enjoyed my games well into 2e but it was the underlying fantasy experience I enjoyed. Though I feel 2e improved many things, the system remained fundamentally inflexible. I was about to quit playing D&D when Skills & Powers came along. Skills & Powers had the flexibility I was looking for. But it was broken. I found I could fix it by snapping loopholes shut and fixing other fundamental problems. I did so but at great cost. I had a 50+ page document tuning it, plugging things up, making it balanced. S&P had the flexibility that I wanted, but lacked quality control. The 3e came along. At the time, I was hesitant to move on. In fact, it wasn't until I got the Monster Manual for 3e I truly began to see how much more implicitly flexible the system was. Y'see, in prior editions, I had always preferred my villains to be classes characters... drow and the like. Yeah, you could tack on levels on other sorts of creature, but it was sort of swimming upstream. After 3e, all creatures were characters, so to speak. They had stats, could have levels, etc. So, in the midst of my 2e game, I decided to start a second 3e game. After playing for a month, I was hooked and converted my other game. I found the other advantages of 3e. No different dice, rolls and types for different rolls to remember. (I always had one player at my table who would say "is this roll high or low..."). No convoluted nonsensical dual/multiclassing dichotomy or racial level limits, replaced by a system that balances humans against demihumans from level one. All these are more were things that I had seen people house rule around before, but here is was in black and white. No more teaching people your house rules to get them to play. And it had much of the flexibility I wanted from S&P. I converted my 2e game to 3e game and ran it up to high levels. That campaign lasted for years, and was one of the most satisfying I ever ran. So, in short, I had fun then. I have more fun now. So, you can call me a "d20 power munchkin dink" (your words), but this weekend I'm going to go play me some Dungeons and Dragons 3rd edition (yes). And I am going to have fun. You don't have to like it, but the don't have to diss me for having different values than you. Not that it will change my fun a bit if you do.[/sblock] [/QUOTE]
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