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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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<blockquote data-quote="Celebrim" data-source="post: 5150615" data-attributes="member: 4937"><p>Hmmm... I hate suggest that anything is impossible because those sort of claims have a way of making one look foolish, but I do believe that it is very very difficult.</p><p></p><p></p><p></p><p>No, I don't believe that any game system has ever done it. I don't anticipate it being accomplished any time soon either.</p><p></p><p></p><p></p><p>All though I've been wandering around it abit, I think that your original understanding of my 'whole point' is correct. Most concepts that D&D can't do, also can't be done by any fantasy RPG. D&D does some concepts better than other systems, and some concepts not as well. It's easy to complain about the D&D system, but when you start looking into concrete alternatives you start finding that they aren't perfect either. Obviously, I think the base D&D system could be made better (and obviously, I think I've done so, or I'd be playing base D&D) at least in the sense of greater built in flexibility, and I think there are particular things other systems might do a little bit better, but as far as 'wished for fantasy characters' these tend to be things no system can do well and 'does a little bit worse than some other conceivable system' is not the same thing as 'doesn't do it at all' or even 'doesn't work well'. Alot of the problems I see with people getting D&D to work for them has more to do with preconceptions of what a solution looks like than mechanical problems with D&D itself.</p><p></p><p>And even when there are mechanical problems, many of these problems can be solved with simple tweaks to the system which IMO are no more complex than the sort of tweaks and additions to the system you'd use to customize GURPS or some other generic system to a particular setting. Some of these I'd like to see become standardized, but any hope of that was lost when D&D abandoned its heritage and its system and became a wholly new product with new strengths and new problems.</p><p></p><p>In short, my intention is to make a variaty of cautionary notes to the OP, suggesting that while her goal is quite laudable, an actual solution is likely to prove elusive. The goal of producing a truly universal, flexible, and generic system dominated a thread of RPG design for problem 15 years, and while alot of interesting products were produced my personal feeling is that the upshot of most of those designs is the lesson to take on less ambitious goals in your RPG design.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5150615, member: 4937"] Hmmm... I hate suggest that anything is impossible because those sort of claims have a way of making one look foolish, but I do believe that it is very very difficult. No, I don't believe that any game system has ever done it. I don't anticipate it being accomplished any time soon either. All though I've been wandering around it abit, I think that your original understanding of my 'whole point' is correct. Most concepts that D&D can't do, also can't be done by any fantasy RPG. D&D does some concepts better than other systems, and some concepts not as well. It's easy to complain about the D&D system, but when you start looking into concrete alternatives you start finding that they aren't perfect either. Obviously, I think the base D&D system could be made better (and obviously, I think I've done so, or I'd be playing base D&D) at least in the sense of greater built in flexibility, and I think there are particular things other systems might do a little bit better, but as far as 'wished for fantasy characters' these tend to be things no system can do well and 'does a little bit worse than some other conceivable system' is not the same thing as 'doesn't do it at all' or even 'doesn't work well'. Alot of the problems I see with people getting D&D to work for them has more to do with preconceptions of what a solution looks like than mechanical problems with D&D itself. And even when there are mechanical problems, many of these problems can be solved with simple tweaks to the system which IMO are no more complex than the sort of tweaks and additions to the system you'd use to customize GURPS or some other generic system to a particular setting. Some of these I'd like to see become standardized, but any hope of that was lost when D&D abandoned its heritage and its system and became a wholly new product with new strengths and new problems. In short, my intention is to make a variaty of cautionary notes to the OP, suggesting that while her goal is quite laudable, an actual solution is likely to prove elusive. The goal of producing a truly universal, flexible, and generic system dominated a thread of RPG design for problem 15 years, and while alot of interesting products were produced my personal feeling is that the upshot of most of those designs is the lesson to take on less ambitious goals in your RPG design. [/QUOTE]
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