Imaro said:
I was more so talking about less of a "rules buy in" for players and DM's. I think this is one of the failures of 3.x... I mean it's a great game but it is soooo far gone from the make up a character in five minutes and get playing model, it's almost ridiculous. D&D once was a game where it was almost pick-up and play. Characters could be made in about five minutes and a module run afterwards. Now, unless you use pre-gens(which in my mind kind of makes all the "options" of 3.x pointless) it's taking almost a whole game session just to get everybody's characters up and ready to go(especially if you've only got one book.).
Zuh?
I still make low-level characters in 5 minutes. Rogues take a little longer because you're allocating skill points, and sometimes choosing wizard spells takes a little longer, but I really think you're confusing mid- and high-level options with low-level games. Most 1st through 6th level characters can't even QUALIFY for a lot of feats or prestige classes.
I play pick-up games a LOT, and taking all day to invent a 1st through 6th level character just doesn't happen.
In other words, I think you're exaggerating.
Imaro said:
Even at low level you have numerous options: class, race, feats, skills, spells, etc. On top of this there is a vastly increased gulf of knowledge needed to both play the game and construct your character than in former editions. If you don't know how the game works, how can you pick feats and assign points to skills. Some will argue, just limit options or assign a feat, but then I don't see where this is any different from a game like C&C where class abilities are set to easily make sure a starting character can accomplish his role in the party. It doesn't hide complexity because everything is really interlocked. I have to understand the combat rules to pick a feat for my fighter, gotta understand how skills and DC's work to pick skills for my rogue, gotta understand spells before...you get the picure. Now if you handwave this and select for them for the player or just say tell me what your character wants to do and give them feats and skills based on that...then you can do the same thing for a point system game.
If you're talking about players who are new to the game having to learn what their race or class can do, then THAT is certainly nothing new. I've guided new players through the game in multiple editions, and frankly, I find it a lot easier to explain things now where I hold up a 20-sided die, and say, "When I tell you to roll this, you roll it and I'll tell you what to add."
That's a LOT easier than explaining, "Well, this is a saving throw/attack roll/armor class, so higher/lower is better in this particular circumstance, and we need to look at this chart on this page of this book to know whether or not you succeeded."
Kamikaze Midget said:
Where C&C falls short is that it doesn't do the options that are needed once the basics get old. For some, the basics will never get old, but I hate playing a fighter who is exactly like every other fighter except for the name on the character sheet. Truly, that's a major place where earlier editions fall short for me.
Agreed. Just about every 1st Edition fighter looked EXACTLY the same, even down to their gear.
Kamikaze Midget said:
Because, yes, I *can* differentiate based solely on role-playing, but why would I when I have the option to do it based on role-playing *and* based on mechanics? If Bob the Fighter and Steve the Fighter can do different things, it helps make my play experience more novel and new, which is more fun for me.
Also, agreed.
JeffB said:
I prefer C&C over 3.x, but yes..this is a point of the matter where I prefer 3.x...some kind of middle ground is where I'd like to be. Some options, without as much complication as 3.X or the lack thereof in older editions/C&C. I prefer the overall ideas and mechanics of D20 vs. The SIEGE engine, but in the grand scheme of things I find I prefer the C&C approach to the game and it's much easier to graft on "feat-like" abilities and other 3.x-isms to C&C, rather than remove all the sticking points (IMO/IME) from 3.x.
Personally, I find it easier to remove extraneous material from 3rd Edition D&D than to add mechanics or options to a "simpler" game.
JeffB said:
Lately I've been considering taking the current Basic-Game rules set (3.5x) I bought for my son and working "up" from there...it's actually a nice little simplistic base game that I think could "open up" without getting overly complex.. with careful picking and choosing from the 3.5 core-books.
Basically, what I do when I run a D&D game is that I start from core rules, and anything else has to be run by me before it finds its way into the game. That's my take on the game derived straight from the pages of the DMG.
I also read fairly widely on forums, and in alternate rules sets, and I am fully willing to design custom prestige classes or roleplaying opportunities to customize characters. In my last campaign, I had a character who started as a human barbarian and eventually wound up as a solar-in-training and taking levels in the Half-Celestial template class from Sean K. Reynolds's Anger of Angels. As a weapon, he wielded a chain that was used to bind a general of heaven in an abyssal prison.
There is absolutely no doubt that 3rd Edition is wrestling with the same problem as 2nd Edition AD&D faced: rules bloat.
Running back to 1st Edition AD&D, or embracing C&C, are both equally valid options which I considered and rejected, because to me the solution is really quite simple: don't let "it" in your game unless "it" belongs there, and that applies whether "it" is a prestige class, a spell, a feat, a magic item or whatever.
Imaro said:
Let's give the game a little time, from my understanding the CKG will have alternate class abilities, and there was(though it's gone now, a PDF that gave XP costs per abilities so you could build your own classes. That's my contention with 3.x as opposed to C&C, it isn't a game where it starts simple and allows you to add what complexity you want. It's a game with a fair bit of complexity that steadily adds to it.
I don't think D&D starts complex, and gets worse. If you stay with the core rulebooks, you can list the possible breaks in the game on one hand. Maybe two, if your players are creative. All of those are easily solved. First through twelfth level runs incredibly smooth, and the breaks after that involve more on the area of DM prep than problem players.
Imaro said:
I see nothing wrong with individualizing your character through mechanics once your bored with the standards(just negotiate with your DM/CK for alternate abilities you both feel are balanced with what your replacing, isn't this the way it's suppose to work in 3.x anyway?), but for someone just starting out I think the other approach is better and it allows it to be more of a pick-up game when you want it to be(just for a night of monster bashing with your friends) and once you're players are comfortable, or you want to switch it up, allows you to add complexity, for longer term play. In other words it feels more flexible to me without the work of taking the system appart.
The problem with that, though, is that designing game mechanics out of thin air is precisely the sort of difficulty I'd consider a game like C&C in order to avoid. Why would I run to a game for simplicity, and then start building complexity into the game?
I'm running two low-magic d20 Modern games right now that draw materials from a variety of sources, most of which I have purchased in PDF form through RPGhost, and the process of "negotiation" for stuff that I or the character have to write from scratch can become just as wearying and tiresome as considering which gaming books to include in my game.
AllisterH said:
As for the focus on "optimization", shrug, that's system independent since frankly, back in 1E days, you didn't have thousands of people discussing, "What's the best build?". I know in 2E days on r.g.f.d, we regularly used to talk about "what's the best specialty priest from Faith & Avatars? (go go Mystra!!!)", "what's the weakest handbook" (Priest's Handbook, no question). So I'm not convinced this can be laid at the feet of ANY roleplaying game.
Sure it can. Terms like "munchkin" and "powergamer" weren't invented recently. They are as Old Skool as you can get. You can read about them in Knights of the Dinner Table.
Part of the reason you didn't have thousands of people discussing anything about 1st Edition, back in the day, was because the internet didn't EXIST, and even after it did, TSR didn't seem too keen on letting people set up websites or maintain discussions outside their purview. You can read more about that here:
http://www.seankreynolds.com/misc/howIgothiredatTSR.html