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D20 taking over?
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 149642" data-attributes="member: 546"><p>d100 systems I have used that cap out skills at 100% are fun for the first few levels until everybody jams all their points into "swing sword" or "fire gun" and get a 100% chance of hitting. Top Secret/S.I. had that problem. I can't even begin to understand Chaosium's system, though I've tried numerous times.</p><p></p><p>d6 systems I have played (such as Shadowrun 1e or WEG's Star Wars) require just about every action you take to require a bucket o' d6 rolls to determine success or failure. Dammit, Jim! I'm a gamer, not a mathmetician! I played Shadowrun (1e) for 3 months and never once knew what the hell I was doing. Every time I wanted to do something, I had to ask the GM, "How do I do this? How many dice do I roll? Can you add these up for me?" LOL. I couldn't figure it out, nor could the other players. The GM was the only one who understood the system (yes, I read the rulebook). </p><p></p><p>GURPS: We loved the point buy character creation (just like in D&D Skills & Powers) but we couldn't figure out the rest of the system. Using only d6 seemed limiting in the number of results one could obtain. The advanced rules were totally beyond us; we could barely comprehend the basic rules past character creation.</p><p></p><p>We started with d20 based games (D&D 1e) and that's the kind of core mechanics we are most comfortable with. Anything else doesn't "feel right" or is a pain in the ass. Palladium wasn't hard to learn (until MDC came in), it was basically like D&D. We struggled to learn the other TSR game systems in the early days because we wanted to buy every TSR RPG and try 'em, LOL. But we would have preferred not to learn new rule sets in order to do so. With the new d20 system--we don't have to. We can now do anything and the system is supported better than even 1e or 2e! This is a great time to be a gamer!</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 149642, member: 546"] d100 systems I have used that cap out skills at 100% are fun for the first few levels until everybody jams all their points into "swing sword" or "fire gun" and get a 100% chance of hitting. Top Secret/S.I. had that problem. I can't even begin to understand Chaosium's system, though I've tried numerous times. d6 systems I have played (such as Shadowrun 1e or WEG's Star Wars) require just about every action you take to require a bucket o' d6 rolls to determine success or failure. Dammit, Jim! I'm a gamer, not a mathmetician! I played Shadowrun (1e) for 3 months and never once knew what the hell I was doing. Every time I wanted to do something, I had to ask the GM, "How do I do this? How many dice do I roll? Can you add these up for me?" LOL. I couldn't figure it out, nor could the other players. The GM was the only one who understood the system (yes, I read the rulebook). GURPS: We loved the point buy character creation (just like in D&D Skills & Powers) but we couldn't figure out the rest of the system. Using only d6 seemed limiting in the number of results one could obtain. The advanced rules were totally beyond us; we could barely comprehend the basic rules past character creation. We started with d20 based games (D&D 1e) and that's the kind of core mechanics we are most comfortable with. Anything else doesn't "feel right" or is a pain in the ass. Palladium wasn't hard to learn (until MDC came in), it was basically like D&D. We struggled to learn the other TSR game systems in the early days because we wanted to buy every TSR RPG and try 'em, LOL. But we would have preferred not to learn new rule sets in order to do so. With the new d20 system--we don't have to. We can now do anything and the system is supported better than even 1e or 2e! This is a great time to be a gamer! [/QUOTE]
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