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D&D 2024 does not deserve to succeed
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<blockquote data-quote="Zuranthium" data-source="post: 9448179" data-attributes="member: 7046627"><p>Nope. Just been researching alternate systems and like this one the best. The main point is to get people looking outside of D&D, instead of simply accepting it. Put some real consideration into not giving that corporation more money. They don't care about us, and change won't happen if their pockets keep being lined. D&D was important to me as a kid, but IMO it hasn't evolved well enough the past 20 years, and I don't want to be forever tied down by a bad product.</p><p></p><p>Popularity largely influences what is available to play, similar to how McDonalds (an unhealthy product) is able to keep proliferating and harm people's health and the environment, since it exists on practically every street corner and people are misdirected away from how bad it really is, because of convenience and marketing. Could also use smoking as an example. It used to be everywhere, because it was seen as socially cool and "not that unhealthy", but thankfully that is no longer the case. Maybe games aren't as "important", but they still matter, and I want to see quality reign, not entities like World of Warcraft and McDonalds. The world deserves better.</p><p></p><p></p><p></p><p>There's nothing like that in DC20? Not any more than it already exists in D&D anyway, with the DM having ways to influence outcomes and perhaps being swayed by the roleplay of a scenario.</p><p></p><p></p><p></p><p>Mana instead of spellslots is self explanatory. Action points are just what you can do during a round of combat instead of being railroaded into "main action, move, bonus action, reaction". It adds variety and depth, while removing the cheese of trying to exploit your "bonus action" as much as possible, and is easier to teach a new player the basics IMO (no more trying to figure out what all is a bonus action). Rolling high is simply extra damage for exceeding the target's AC by an increment of 5; makes perfect sense to me - if you only needed to roll a 9 to hit, and roll a 19, then logically your attack should do more.</p><p></p><p>There are no damage rolls, so the extra time and math it takes to do that is cut out, and it removes the frustration of rolling really low on damage. It never made sense in D&D that you can roll a "critical hit" but then roll almost no damage. In general I've never liked the massive variance of damage dice on spells. There are already saving throws and other modifiers that can alter damage. (btw, I haven't watched the kickstarter video, but would recommend instead watching a sample round of combat)</p></blockquote><p></p>
[QUOTE="Zuranthium, post: 9448179, member: 7046627"] Nope. Just been researching alternate systems and like this one the best. The main point is to get people looking outside of D&D, instead of simply accepting it. Put some real consideration into not giving that corporation more money. They don't care about us, and change won't happen if their pockets keep being lined. D&D was important to me as a kid, but IMO it hasn't evolved well enough the past 20 years, and I don't want to be forever tied down by a bad product. Popularity largely influences what is available to play, similar to how McDonalds (an unhealthy product) is able to keep proliferating and harm people's health and the environment, since it exists on practically every street corner and people are misdirected away from how bad it really is, because of convenience and marketing. Could also use smoking as an example. It used to be everywhere, because it was seen as socially cool and "not that unhealthy", but thankfully that is no longer the case. Maybe games aren't as "important", but they still matter, and I want to see quality reign, not entities like World of Warcraft and McDonalds. The world deserves better. There's nothing like that in DC20? Not any more than it already exists in D&D anyway, with the DM having ways to influence outcomes and perhaps being swayed by the roleplay of a scenario. Mana instead of spellslots is self explanatory. Action points are just what you can do during a round of combat instead of being railroaded into "main action, move, bonus action, reaction". It adds variety and depth, while removing the cheese of trying to exploit your "bonus action" as much as possible, and is easier to teach a new player the basics IMO (no more trying to figure out what all is a bonus action). Rolling high is simply extra damage for exceeding the target's AC by an increment of 5; makes perfect sense to me - if you only needed to roll a 9 to hit, and roll a 19, then logically your attack should do more. There are no damage rolls, so the extra time and math it takes to do that is cut out, and it removes the frustration of rolling really low on damage. It never made sense in D&D that you can roll a "critical hit" but then roll almost no damage. In general I've never liked the massive variance of damage dice on spells. There are already saving throws and other modifiers that can alter damage. (btw, I haven't watched the kickstarter video, but would recommend instead watching a sample round of combat) [/QUOTE]
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