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<blockquote data-quote="Ranger REG" data-source="post: 458039" data-attributes="member: 533"><p>With all due respect, I don't really care for which is the better system for RPG out there. I may be an RPG enthusiast but not an aficionado. All I care about is how playable it can be for my style of gameplay.</p><p></p><p>I have tried other games and played those well, but I still return to my first love.</p><p></p><p>What Wizards did to the new incarnation of <em>D&D</em> in my opinion is more playable, especially when they added Rule 0. Even though there is the unwritten rule that DM is always right, it's there in black and white for all to see. They took <em>AD&D</em> and smooth out the multiclassing system (removing the ridiculous multiclass combination limit for each races and the dual-class mechanics for humans only). They make it easier to apply modifier by reversing AC improvement progression from going down to going up.</p><p></p><p>AFAIC, the former TSR game designers headed by Jonathan Tweet made great improvement to the game by removing the ability-heavy nonweapon proficiency system to a skill system that allow improvement by experience rather than rely heavily on associated ability score. I have to credit Wizards for keeping the former game designers on the payroll during the initial development of 3e.</p><p></p><p>What's more, they approach the new game rules in the mindset of a rules lawyer. Granted, there are still room for improvement, but when you troubleshoot the rules, you need to be very strict to avoid a lot of ambiguity and loopholes. If you cannot be this fussy and meticulous then you have no business designing game rules in the first place.</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 458039, member: 533"] With all due respect, I don't really care for which is the better system for RPG out there. I may be an RPG enthusiast but not an aficionado. All I care about is how playable it can be for my style of gameplay. I have tried other games and played those well, but I still return to my first love. What Wizards did to the new incarnation of [i]D&D[/i] in my opinion is more playable, especially when they added Rule 0. Even though there is the unwritten rule that DM is always right, it's there in black and white for all to see. They took [i]AD&D[/i] and smooth out the multiclassing system (removing the ridiculous multiclass combination limit for each races and the dual-class mechanics for humans only). They make it easier to apply modifier by reversing AC improvement progression from going down to going up. AFAIC, the former TSR game designers headed by Jonathan Tweet made great improvement to the game by removing the ability-heavy nonweapon proficiency system to a skill system that allow improvement by experience rather than rely heavily on associated ability score. I have to credit Wizards for keeping the former game designers on the payroll during the initial development of 3e. What's more, they approach the new game rules in the mindset of a rules lawyer. Granted, there are still room for improvement, but when you troubleshoot the rules, you need to be very strict to avoid a lot of ambiguity and loopholes. If you cannot be this fussy and meticulous then you have no business designing game rules in the first place. [/QUOTE]
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