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d20 vs. 3d6 "dice heresy" by Chris Sims
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<blockquote data-quote="Celebrim" data-source="post: 5163094" data-attributes="member: 4937"><p>In the early to mid-90's I'd gotten sick of 1e AD&D for what I percieved to be a lack of 'realism', flexibility, balance and depth. I had basically all the common snears and slurs at 1e AD&D down. I adopted GURPS.</p><p></p><p>It took me only a couple years of actually playing (or trying to play it) to get sick of GURPs, and I eventually dropped it as a 'toy' system which read much better than it played and existed primarily to give rules tinkers something to tinker with. The list of problems I had with it was extensive, but the above criticism was one of the most salient (because it is an example of something that can't be fixed the way many of my other complaints were by 4e). In practice, the point buy system did not in fact lead to the broader, more versital, more 'realistic' characters that I hoped except by social convention (that is, everyone at the table prefered such characters and created them by choice). In practice, I found that it (and other point buy systems like WW's WoD games which I was also playing at the time) led to extreme hyper-specialization because that is exactly what the system rewarded.</p><p></p><p>Playing GURPS taught me alot about the effect of rules choices, design, alternate ways of looking at the world through the rules and it improved my ability to tinker with rules sets to achieve my actual desired goal. My current d20 rules are informed in several ways by my experience with GURPS. But I wouldn't actually recommend it as a game nor have I any desire to run it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5163094, member: 4937"] In the early to mid-90's I'd gotten sick of 1e AD&D for what I percieved to be a lack of 'realism', flexibility, balance and depth. I had basically all the common snears and slurs at 1e AD&D down. I adopted GURPS. It took me only a couple years of actually playing (or trying to play it) to get sick of GURPs, and I eventually dropped it as a 'toy' system which read much better than it played and existed primarily to give rules tinkers something to tinker with. The list of problems I had with it was extensive, but the above criticism was one of the most salient (because it is an example of something that can't be fixed the way many of my other complaints were by 4e). In practice, the point buy system did not in fact lead to the broader, more versital, more 'realistic' characters that I hoped except by social convention (that is, everyone at the table prefered such characters and created them by choice). In practice, I found that it (and other point buy systems like WW's WoD games which I was also playing at the time) led to extreme hyper-specialization because that is exactly what the system rewarded. Playing GURPS taught me alot about the effect of rules choices, design, alternate ways of looking at the world through the rules and it improved my ability to tinker with rules sets to achieve my actual desired goal. My current d20 rules are informed in several ways by my experience with GURPS. But I wouldn't actually recommend it as a game nor have I any desire to run it. [/QUOTE]
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