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D20 system vs D&D setting
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<blockquote data-quote="Tequila Sunrise" data-source="post: 7140561" data-attributes="member: 40398"><p>I've been out of d20 -- at least in its 3.x form -- for a few years, but I think you've hit all the big systemic problems. I'm sure if I read thru my 3.5 books I could find a couple more, like Str being the default melee attack stat and that niggly +2(?) charge bonus that becomes increasingly meaningless as hit points inflate.</p><p></p><p>Oh and the way that bonuses diverge, whether we're talking attack and AC or skill bonuses, is one of the things that makes play more and more rocket-tag-y as levels increase.</p><p></p><p>But mostly I think the problems come from D&D's particular quirks and implementations. Win-button spells that are 'balanced' by costly components, circumstantial application, or boringness. Arbitrary restrictions based on D&D legacy. The 1st-level-as-kinda-veteran-status design philosophy that makes multiclassing so problematic.</p><p></p><p>In my 3.x days, I spent a lot of time and energy dealing with this stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 7140561, member: 40398"] I've been out of d20 -- at least in its 3.x form -- for a few years, but I think you've hit all the big systemic problems. I'm sure if I read thru my 3.5 books I could find a couple more, like Str being the default melee attack stat and that niggly +2(?) charge bonus that becomes increasingly meaningless as hit points inflate. Oh and the way that bonuses diverge, whether we're talking attack and AC or skill bonuses, is one of the things that makes play more and more rocket-tag-y as levels increase. But mostly I think the problems come from D&D's particular quirks and implementations. Win-button spells that are 'balanced' by costly components, circumstantial application, or boringness. Arbitrary restrictions based on D&D legacy. The 1st-level-as-kinda-veteran-status design philosophy that makes multiclassing so problematic. In my 3.x days, I spent a lot of time and energy dealing with this stuff. :) [/QUOTE]
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