Drifter Bob said:
This bit with the bluff skill is a very minor thing. Lets keep it in perspective. I cited it as an example of a much larger problem.
The D20 rules mechanics as currently written do NOT adequately cover all situations and all circumstances that you might come across in a game.
I don't think there's any RPG there that can handle everything.
I'm curious though. What large flaws in d20-system (or D&D) do you see that are problematic to you?
Drifter Bob said:
3X D&D has done a good thing by making the rules more comprehensive and more rationally interconnected, but there has been a negative result of this. It has tempted a certain loud and aggressie segment of the D20 fan base to push very hard to force EVERYTHING which can take place in a game into the rule framework. By bending everything to fit within this framework, you tend to distort everything, which is causing an accelerating phenomenon that is making the game more munchkinish and simplistic, to appease this demographic, while sapping much of the creativity out of it. It also increases this cultural trend within the game to view the DM as a competetor.
So is a comprehensive rule system good or not (in you opinion)?
You also seem to say that sticking to rule equals munchkinism, which is a bit of an oxymoron...
RPGs are played differently from group to group around the world and you can't please each and every player and DM, or even a demographic. People play hack&slash with Vampire and immersive storytelling with Rolemaster and GURPS. D&D gaming groups particularily seem to consist of the whole spectrum of RPG player sub-types.
In the end you write your work and let it find it's public. And there's plenty of D&D players who don't care about the rules. Look at Mongoose! They are selling.
Drifter Bob said:
Lets think about the reactions I got here. Some people suggested adding a rogue level. That would actually increase the power of the Imp quite a bit more than I wanted. It doesn't need a sneak attack, for example. Others suggested adding intelligence. This would cause complaints, even if I put in a note explaining why I did it. I guarantee that someone in this thread would be offended by that. Others pointed out swapping points from one skill to build a bluff skill. That sounds like a good idea, it's the one I'll probably actually use, but some people won't even like that.
I still think a plain circumstance bonus is the simplest solution. Explain it in the encounter text for DM.
Drifter Bob said:
The point is, this requires quite a bit of second guessing. Maybe I should have known the rule about swapping skill points on monsters, but I didn't know it, and even that is't going to please a segment of the D20 audience who demand strict canonical adherence to the "letter of the rules" and do not approve of those parts of the rules which reccomend flexibility, like rule zero.
As I said, you cannot please everyone. However, *I'm* a bit worried that you had a problem with modifying a monster when creating a module *for a publisher*, but you didn't consult Monster Manual...
Drifter Bob said:
Now this is a very minor part of this document I'm working on here.
< snipped a description of extensive work>
This is just one very minor example, but there might be thousands of small issues where there isn't an easy way to express or portray something within the letter of the rules.
Get yourself a rules editor or ask if the publishing company has an editor who checks rules as well.
When I buy a published module I'm paying the publisher for the story *and* the rules content.
If I want a story, I buy a book. If I want rules, I buy PHB. If I wan't both in a module, I expect that both are good and that it's playable off the shelf with minimal work required. After all, I wouldn't be buying modules if I had time to design my own.
Drifter Bob said:
THIS means that my module is going to be basically dumbed down a little. It will be acceptable to that section of the audience who LOVE rules lawyering over all else, but it's frankly not going to be as nuanced or interesting as something I would write for another role playing game. You wonder why d20 versions of such cool genres as Conan, Melnibone, D20 Cthulhu etc. seemed a little disapointing....
I don't see how rules can take away from the story. Conan, Elric and Cthulhu are cool nevermind the rules.
Dragonlords of Melnibone was disappointing to me *as a product*, but that's because the writers did not understand the rules. IMHO, ruleswise it was a hack job rushed out of the door in order to cash with the starting d20 craze. However the setting was as great as ever.
D20 Cthulhu was a great product and I'm a long time Call of Cthulhu fan. It also had some flaws like over-extensive firearms section and D&D feats like whirlwind attack on the player side of the book, but in the end an excellent piece of work.
I haven't seen d20 Conan yet, but I'm sure the "Conaness" of the etting is not diminished by the dice used.
Drifter Bob said:
This is what I mean by the tendancy of the rules as written and currently interpreted by a loud but significant minority within the D20 audience to influence the culture of the game. I might also point out the hostility toward writers which seems to be prevalent. I remember when people were so eager to see new material for RPG's, now with the glutted D20 market, many people seem to have contempt for the writers who try to make the game more fun.
I think you are overestimating the impact of Internet reviews and forum naysayers. 10 000 forum readers and their 40 000 friends are a drop in an ocean compared to your potential market in US alone.
Drifter Bob said:
All of this tends to push me out of the market, and toward other RPG's where I don't have to deal with the hassle. Many of you will no doubt think that means the system is working exactly as it should be!
Changing a gaming system is always a valid choice and d20 is not for everyone. I'm sad to see you go as I started looking towards your product, but then again I'm a sucker for super-modules/ready campaigns.
- F