D&D needs improvement

I'll actually take a shot at this since I think you might be looking for some rationale or input. Yeah we can all always play a different game, but D&D dominates the market share and support material. Like operating systems, I'd love to have something other than MS product (and I know there are tons of options) but none integrate as cost effectively with the business software and applications I need.

So on a quasi point by point basis.

Kashell said:
Slowly, and surely, you realize that the system is flawed, the characters, broken, the feats, unbalancing, the equipment arbitrarily priced.
Hey what can I say, to each their own. What is balance to one is a restriction to another.

In short -- the rules are far too complex. You must all agree with me to some extent, because I consistantly see threads here for "simple combat" or "simple stats" etc.

In the sense that combats under D&D take longer in later editions than earlier editions, that seems to be a common experience. The complexity comes from options and degree of simulation attempted. The basic mechanic, hit by level, defense by AC is pretty simple. Of course many feats etc. are advantageuos only if you use a battle grid approach and this can add time.

The flaw is simple: D&D is a class based system emulating a skill based system. Why create a class system with multiclassing, then introduce even more unbalancing prestige classes?
Not a bad observation, but not sure if you want a more skill based or more class based system. A more skill based system, yeah I'd have to agree, other games may be a better option and convert D&D materials into those terms. If you are looking for conversion information that might be a more constructive topic to post on.
If you want a simpler version of level based, then earlier editions of D&D are most likely for you. Forums exist for this.

The common excuse is "oh, but it's the DM's decision to include that stuff". But why should the players be limited?

I don't get this. The players are not limited if they have the same view of D&D as you. Only if they don't share your view are they then limited, so to them D&D is fine. Are you suggesting that the options in D&D should not be on the market?

Let's start with a few things IN the system that obviously make no sense. This is my short list.

XP system - Arbitrary and needlessly complex. The DM should assign XP as he or she feels, not as the rules dictate. (In more rules-lawyer environments, such as Living Grayhawk, XP values are already planned in game write-ups so why have such a complex system??).
Advancement mechanics are always tricky. Why can't a DM assign xp as they see fit? There is nothing to limit this. But isn't this the height or arbitrary? If you advocate this then you should have no problem with the rules. Just view the rules as helpful guidelines in the arbitrary DM award.


Hit Points - Soldiers and adventurers in real life stop fighting after they're wounded --not after they keel over and die. It makes no sense that a fighter should have 300 HP and only feel hurt after getting down to zero.
A very valid point. When soldiers stop fighting is a DM decision. Just like characters who might retreat if they take too much damage (not from a death sprial effect) but from the fear that the next good hit might kill them; NPCs and animals would normally do the same. If every creature you face fights to the death, then that's a DM "fault" not the game.

Regardless I like a very simple "death spiral" approach. One or two steps max, such as fresh, wounded, dead, and use such. The drawback, not much for PCs actually, but for the DM can be a major bookkeeping headache. Hence I'd suggest adding only one level of wounding to add a bit of realism, e.g, if you are fighting two people and you stab one, it is better to then shift to the unwounded guy as the wounded one is less of a threat. You can add this to D&D readily by house rule, just slap on a - modifier to hit once you take a certain % of your HP. I suggest 50% of HP as it is easy to figure.


Hit Dice - Just because I'm a Barbarian, and you're a wizard, I have three times the amount of life as you. What?
Games rely on abstractions for playability, this is one here that is actually part of and key to the the overall abstractions D&D chose. IMHO this arises from the abstractions that came out of miniatures combat back in the 1970s. It has been perpetuated ever since.

In my view HP, Class Levels and AC are intermingled. Hit Points correspond not just to physical damage, but skill in defense as well. Class Levels impact hit points but also determine offensive skill. Armor Class conflates both the chance to be hit with the chance to be damaged; thus viewing a hit not as a mere touching but as a touching that causes damage. Very useful and elegent mechanics for miniatures combat as they can readily reflect the outcomes of minitures battles with swords and bows. Problematic for those situations where a mere touch is enough to harm.

It sounds like you want a system where in melee skill determines how hard you are to hit and armor reduces damage.


AC - I'm wearing a ton of armor, therefore you can't hit me. Rediculous notion.
See above. It's more, I'm wearing a ton of armor so you can't hurt me. That's the inherent assumption in D&D hence Touch AC etc.

Initiative - I'm more flexible / faster than you, therefore I'm always the first one to react in situations. (It would make more sense if initiative was based on wisdom -- skills like listen and spot.)
Makes perfect sense if you've ever boxed or done martial arts. Skill is key (in that you know what to look for in how someone telegraphs a punch). But all things being equal the faster guy hits first.

Strength Adds to HIT - I'm strong, therefore I aim well.
Dexterity Adds to HIT only if I take a special feat (or ranged) - I've got good hand eye coordination, but I don't have this ability, so I can't aim melee attacks.
Consequence of how AC is treated reducing the vlaue of Dex. on "hitting" in melee.

Platinum Pieces - Where in the heck did medevil soceities learn how to smelt platinum?!
Drop them, convert them to gold, no big deal. Again, who's to say the setting is european dark ages. Who's to say that in the fantasy world platinum does not occur as a more pure metal instead of a hard to smelt ore?

Two Weapon Fighting - Historically speaking, two weapon fighting was another method of defense, just like using a shield. It was also employed as a method of disarming opponents and confusing enemies. But never was it used as blatantly attacking an opponent like one would do with two fists. Drittz did it, therefore I can too.
You are thinking of renaissance fighting manuals I believe. I'd be loathe to say that certain factions of humans in history (e.g., berserkers, vikings, etc.) or humans in general wouldn't blatantly attack.

Classes
Bard - What the heck were they thinking?
Druid - nature boys are suddenly religious too?
Wizard/Sorcerer - FAFS (Familiers are free stats)
You need to be specific. You seem to not know the historical origin of Druids. If you did you would realize there was a huge religous component to Druidism. A better criticism is they might be too much "nature boys." I don't think there is evidence that Druids were environmentalist at all in the present sense. But since the Romans wiped them out who's to say.


Skills - There are too many. Specifically, most of the skills in D&D rely on DC set checks, not opposed. Yet the ones used the most are the opposed checks (spot, listen, diplomacy, bluff, etc.) More skills means more skill checks the DM has to make (or skills the DM simply forgets about). More skill checks means slower play.
Again, not sure if you want a skill system or not. If not, then earlier editions of D&D may be your ticket. I'd take issue with skill checks inherently slowing play. It depends on when and how you use them. If you are going to pepper them trough combat, they certainly will add to flow disruption. If there is one or two per room, how long does it take you to roll a die and read a number?


Listen and Spot - Why isn't this one "sense" skill?
Climb, Run, Swim, Jump, etc - Why isn't this one "athletics" skill?
Move Silently, Hide - Why aren't these a "stealth" skill?
Tumble, balance, etc - Why aren't these an "acrobatics" skill?
Craft - Why is this even a skill in D&D? Buying a masterwork weapon or armor isn't hard, and crafting one takes too long.
Knowledge (of) - Why aren't these skills associated with other classes or skills? I mean, if you're a wizard, you MUST know SOMETHING about arcane magic.
Perform - We know the bard is useless anyway, so why is this even in D&D?
Spellcraft - Why isn't this associated with a class?
Depends on the level of detail you'd like. Sounds like you want less here. Then combine them as you suggest. Not a hard thing to do.


Feats
Item creation feats - Why should I waste a feat and XP when I can just buy the item for the same price?
Two Weapon Fighting - Too complex. Trying to fix a mechanic that is broken with rules = even more complex.
Two Weapon Defense - Only +1 to AC?
Any +2 to 2 skills feat - Worthless. Most of these skills aren't used much anyway.
Maybe you can't buy that custom item you want? Maybe WoTC is being nice and giving the DM a system for making magical items instead of them just being listed.
Not knowing the Two Weapon rules I can't comment.


Equipment

Full Plate - -6 Armor check penalty? And Full Plate is one size fits all? +1 max dex bonus? Last time I checked, all full plate must be custom made to fit a specific body type, and because the plates work so well together, people can do acrobatics while in full plate.
Really. No matter how well they fit, the armor still weighs a fair amount and is not flexible in every direction. I'll admit I've never acutally worn a suit of full plate, but have worn chain shirts and while not massively cimbersome they do limit range of motion much more than a t-shirt.

Shields - Wow, if I didn't know better, shields are worthless. Wonder why the Romans sent full armies into battle with full tower shields and did just fine with little or no armor?
An observation going back at least into the 70s. Easy to fix, boost the AC bonus, etc.


Arcane Failure - If I can swing a greataxe at an enemy in full plate, why does it prevent me from casting spells in it? If someone of superhuman dexterity (+5) can run around in studded leather without penalty, why does a spellcaster fail spells in it?
This boils down to the old argument can/should mages be able to cast in armor. What answer do you want? Drop it if you don't like it but game balance is a prime reason to keep it. Given the power of magic other classes need something to call their own.
No for in-game explainations there are many one can craft besides the rules said so. For example, non-nobel metals and especially iron alloys interfere with spell casting (the summoning and using of the magic but not adding defense). One reason mages may not have large metal weapons on them.


Combat

Attacks of Opportunity - My enemy is suddenly able to attack (again) because I did something. (???)
Multiple attacks - I move, therefore I attack only once per round.
Cover - I have a giant tower shield, which only grants me +4 to AC, but now I'm behind a wall. You can't attack me because I'm behind this wall. Guess archers are too dumb to arc their arrows.
Multiple attackers - two hundred bears attempt to jump on an adventurer. None of them are able to hit him, because his AC is obviously, too high.
Grappling - Oh good lord almighty.

IIRC the combat round is long in the sense it represents multiple blows and is not a blow-by-blow representation. If you've ever done any fighting with fists or swords, e.g, fencing, SCA, etc. blows and swings take only seconds or less. Attacks thus represent more than just a single swing, so if you you try to close in on me, I probably can get off an extra good attack attempt on you.

The two hundred bears need to be making a "touch" knockdown attack. Of course how all two hundred could attack I don't know since maybe 6 at a time could surround a character.


In the end if all these things bother you, keep an eye out on the house rules section. In my short time here (with a few more posts than the crash induced reset would suggest) all these topics and house rules to address them have arisen.
 

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Raven Crowking said:
On another note, someone might attempt to claim that the OP's comparison of Roman armour to that of the Greek Hopelites is "silly" but the reality is that the OP never made such a comparison. Clearly, Roman armour was relatively light compared to some examples of later armour, and they made good use of shields.

Roman armor was lighter than some later developed armor, but it was among the heaviest of its era, and really, only Greek and Macedonian soldiers wore heavier armor than the Romans did in the Republican era (and the armor of the later, professional legionnaries was more protective than the greek and macedonian panoply had been). Saying "Romans wore little or no armor" makes no sense - they wore more armor than almost all of their contemporaries, and only wore "less" than a very small group (i.e. those living in or near the pelopennese).

Roman soldiers, when compared to their contemporaries, wore lots of armor. To say otherwise is simply to display a lack of historical knowledge.
 
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ColonelHardisson said:
Yup, and the rest of us have the perfect right to call baloney (with Eric's Grandma within earshot).

Of course. You have a perfect right to disagree. In fact, your disagreement and the OP's disagreement with the way the RAW works are co-equal in my eyes.

What I find objectionable is the instant "If you don't like it, lump it" attitude about the game system itself. (I am all in favour of "My way or the highway" when you are DMing.)

I further find the sort of taking-out-of-context and mudslinging replies extremely objectionable.

YMMV, of course.
 

On the issue of armor and shields:
I am not an expert (or even a amateur) on that matter, but from what I learned from a friend who is weapons "nut" (regardless of time), it appears as if the shield became obsolete with the advent of the full plate.
Older editions of D&D modeled this indirectly by giving full plate an armor "bonus" (or whatever it was called in that days) that was equal to that of a half plate (as it is called in 3.x) plus shield.

Maybe not acrobatics, but I've seen video of people doing cartwheels and handsprings in authentic plate. If it's very well-fit (and the person is strong) it can be done and is a good demonstration that plate armor doesn't make you a shuffling tank.
Well, how much training did these people have? In D&D terms, maybe they had just enough skill points (and maybe a feat) invested to use the skill succesfully despite the high Armor Check Penalty.

All that said:
I think with so many points to improve to D&D, it is really better to switch to another system. Each system has its strength and its weaknesses. A roleplaying system might be considered as a model of reality, and as such it will always have things that it will model better and things it will abstract from.
But a roleplaying system isn't really a model at all - it is game, and a game doesn't need to be realistic (Chess has little to do with real-world tactics, and what is Poker or soccer supposed to model?), it needs to create fun for those that play it. But fun is experienced in different ways by different people. D&D seems to be a game that is fun to a lot of people, but not for all.

Unfortunately, changing systems this is not always possible - D&D has the largest player base, and it appears to me as if many groups are unwilling to change their system. I can't offer much useful advice in that regard...
 

I'm still looking over True 20. It does some things I like. Ability scores are simple. (D&D it's (stat-10)/2 when it could just be the ability modifier itself!

I hate random hit points but think True 20 is a little leathal from what I'm reading. I use maximum hit points.

Don't like death at -10. Makes zero sense to me. I use a save from Unearthed Arcana.

Few other things here and there. I hate classes having hit dice instead of say going by type like everything else in the game. Turning doesn't work particularly well (gee, the lich went up just like the zopmbie grey render!) and a few other areas that need serous work but I like the support, art, community, etc...

I do think that almost all of the "rules" should be in one central book and allow the GM and players to highly customize from there but that ain't D&D and GURPS/Hero/etc... do a pretty good job of that.
 

Storm Raven said:
Roman soldiers, when compared to their contemporaries, wore lots of armor. To say otherwise is simply to display a lack of historical knowledge.


The OP did not claim to be making a comparison with their contemporaries.

The Romans and the Hopelites may have been wonderful soldiers in their day, but in this discussion they are made of straw.
 

Raven Crowking said:
The OP did not claim to be making a comparison with their contemporaries.

The Romans and the Hopelites may have been wonderful soldiers in their day, but in this discussion they are made of straw.

Compared to typical D&D soldiers they wear plenty of armor.

The lorica segmentata in D&D terms is banded armor. A +6 armor bonus, and one of the highest nonmagical armor bonuses in the game. Coupled with a scutum (probably best modeled as a large shield), they are AC 18, quite respectable.

The lorica hamata in D&D terms is chain mail, about the most commpnly found armor for troops in D&D worlds. With a scutum, they are AC 17.

The lorica squamata in D&D terms is scale mail, only slightly less commonly found on D&D soldiers than suits of chain mail. Combined with a scutum, they are AC 16.
 

Raven Crowking said:
What I find objectionable is the instant "If you don't like it, lump it" attitude about the game system itself. (I am all in favour of "My way or the highway" when you are DMing.)
What other logical response is there to, "I don't like peanut butter; I like curry paste," other than, "Okay, then don't have peanut butter; have curry paste"? Remember, the OP isn't saying, "I don't like this one thing about D&D." He's saying "I pretty much don't like anything about D&D."

Ergo, I give him (and likely you too, RC, based on many other threads) the same response as many others: "Don't play D&D. Play [insert game here], because it does exactly what you want."

Stop voting for the wrong company with your dollars.
 


So, basically, if you use as a source of evidence the same thing that is in dispute as evidence, the Roman Legionnaire is well armoured? Or, again, if you are using a comparison not made by the OP to disprove the OP's point?

Maybe the OP means that the shield is very useful when your arms and legs are exposed? That is certainly less armour than has been worn in other points in history by those who could afford it. Armour is not just what it is made of; it is also what it covers.

(Which was why 2nd Ed had piecemeal armour to cover just the same types of armour you describe.)

RC
 

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