The Crimson Binome
Hero
This came up in another thread, and I was hoping to spin it off into a tangent discussion. Basically, while we can all agree that there are some problems with D&D 3.x, I was wondering how much of that is endemic to the d20 system and how much is just poor implementation that is specific to D&D.
From what I can tell, the core system looks pretty solid. You have the basic d20 against a DC mechanic. Six core stats, mostly in the 3-30 range, which generate modifiers to the d20 rolls. Races give bonuses and penalties to stats. Classes give you BAB with iterative attacks, your HP and saves go up with level, all based on class. Skill points per level, max ranks based on level. Only three saves, which are each tied directly to one stat. You get feats and ability scores every few levels. That's about it, as far as the base system is concerned.
The major problems I've identified with the system:
Of those issues, the first is cosmetic, and the third can be easily addressed with class features. That leaves the system as being a bit heavy on math and bookkeeping, though it's still nowhere near HERO or GURPS.
Meanwhile, problems that aren't inherent to the system, but are just part of the D&D implementation include:
What am I missing? What's the big flaw in d20 that prevents it from being used in new games?
From what I can tell, the core system looks pretty solid. You have the basic d20 against a DC mechanic. Six core stats, mostly in the 3-30 range, which generate modifiers to the d20 rolls. Races give bonuses and penalties to stats. Classes give you BAB with iterative attacks, your HP and saves go up with level, all based on class. Skill points per level, max ranks based on level. Only three saves, which are each tied directly to one stat. You get feats and ability scores every few levels. That's about it, as far as the base system is concerned.
The major problems I've identified with the system:
- Basic stats are superfluous, because everything depends on the modifier.
- Iterative attacks are a lot of math, and can slow down gameplay.
- AC doesn't improve with level, and quickly becomes meaningless in the face of rising BAB.
- It can be a lot of bookkeeping to make monsters or NPCs, since they have skills and feats and everything.
Of those issues, the first is cosmetic, and the third can be easily addressed with class features. That leaves the system as being a bit heavy on math and bookkeeping, though it's still nowhere near HERO or GURPS.
Meanwhile, problems that aren't inherent to the system, but are just part of the D&D implementation include:
- Spellcasters are overpowered. Many specific spells are overpowered.
- Fighter-types are boring, and don't have any round-to-round options.
- Many specific magic items are overpowered. Magic items let you overwhelm the d20 roll by getting a huge modifier.
- Many specific feats are overpowered. Power Attack is the only real way to deal damage, while Combat Expertise is nearly meaningless.
- Many feats, spells, and magic items are deliberately underpowered in order to reward system mastery, leading to power imbalance between PCs.
What am I missing? What's the big flaw in d20 that prevents it from being used in new games?