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<blockquote data-quote="nnms" data-source="post: 5921566" data-attributes="member: 83293"><p>Prepare for a dump of dislikes that are a tangle of logic, illogic and personal preference. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> If anyone wants to pull one out and use it as a demonstration that I'm being unreasonable, feel free. I concede in advance. This is about what I'm looking to get out of the game and not about the "universal truth" of RPG design (as if there could even be such a thing). Some of these issues are present in other RPGs I play, but to a lesser degree.</p><p></p><p>Two reasons for the double d20 dislike:</p><p></p><p>1) We play on couches and have enough issues with wayward dice without doubling the rolling of the round ones. So we ended up either having to use something to roll into or rolling one d20 and then rerolling it. Not a huge issue, but still a consideration. We don't play dice pool games for the same reason.</p><p></p><p>2) We have a couple programmers and math people in our group who don't like the variable nature of the advantage the math gives.</p><p></p><p>3) No granularity in modifiers. While I'm not a fan of a huge chart of +1 for this and -1 for this, I find they get internalized and applied really easily. The extra dice is just an on/off always the same approach. Like "combat advantage" being always a +2 to hit in 4E regardless of what the fictional circumstances actually are.</p><p></p><p>4) factors get ignored as you only ever roll two and drop one.</p><p></p><p>Full HP after a night's rest:</p><p></p><p>1) Constrains our in combat narration of injuries. Given how only going below zero is now a serious injury, we found it boring to narrate maximum damage roll hits as near misses and scratches that will be gone with a single sleep.</p><p></p><p>3E Heavy/Medium/Light armour</p><p></p><p>1) Didn't like the "there's an optimal choice for my character and the rest are dumb" approach to it then, don't like it now. </p><p></p><p>2) In medieval times, people didn't take leather into a fight if they could have their body covered in metal. It also perpetuates the myth that you can't move dexterously in heavier armour, which is all based on things like accounta of fat old man who couldn't get onto his horse without help. Not a huge issue, but a pet peeve of mine.</p><p></p><p>Weird combination of simulation approach and then weird gamey elements</p><p></p><p>1) Intoxicated making you give damage resistance. Fun, I suppose. But drunk people are more prone to injury, not less (check the studies of hospital emergency room admissions)</p><p></p><p>2) Surprise. -20 to initiative? Why not just say surprised creatures go last. In case of a tie, figure it out using any tie breaking method you like.</p><p></p><p>3) Reactions taking your action away. I get it that you don't want to give people double turns, but these rounds are 6 seconds, not one or two.</p><p></p><p>4) Searching in combat takes your action. Makes stealth very, very powerful in combat.</p><p></p><p>5) Massive negative HP. I guess I'm a fan of hitting zero and saving or dying each round. I dislike how you can look at taking d6 damage in a round and decide "we don't need to stabilize him yet, he can't die for 2 rounds even if he fails all his saves."</p><p></p><p>6) Healer's kit. While I like the idea that you need first aid supplies, why is this fine detail in there right alongside just healing all injuries overnight unless you're at 0 or less? Tracking bandages, but then all wounds just disappear? Seems inconsistent.</p><p></p><p>7) Don't bother dressing your wounds if you're just going to sleep. You need a healer's kit for short rests, but if you take a long rest, don't bother bandaging or cleaning your wounds. They'll just seal up without doing crazy stuff like first aid.</p><p></p><p>8) You can just sell everything for half it's price! Yes, I know it's a quick solution, but it makes assumptions about the fantasy world and the specific locale that might not be true. As has been pointed out, you can buy 10 foot ladders for 5 cp, break them apart and remove the rungs and sell them as two 10 foot poles for 2 sp total. <img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /></p><p></p><p>9) Armours that historically didn't have wide usage at the same time are all available at once with some crappy justification that D&D worlds are always a mish-mash of different cultures. What if they're not? And if they were, wouldn't the best armours get widespread use and the other fall out of fashion really quickly?</p><p></p><p>10) Why is chain shirt light? It just hangs on your shoulders and drags you down. But then ringmail, which is often made of metal attached to a leather backing with much better weight distribution is medium?</p><p></p><p>11) Light shields? Why even bother? The only reason they were even in 4E was to give certain classes of certain roles access to a certain average armour class.</p><p></p><p>12) Long bows are simple weapons? Someone should have told the Genoese mercenaries to ditch their heavy crossbows because Long bows are so much easier to use.</p><p></p><p>13) Non-mundane items like alchemists fire, anti-venom, poison and acid in the default equipment list. Again, makes setting assumptions.</p><p></p><p>14) Ritual components pouch. I detest gold being used to power rituals in a generic manner like this. I have fond memories of 2E where certain rare ingredient finds suddenly opened up a new avenue of magic. Yes, tracking spell components can get tedius fast, but neither do I like spending gold as a substitute. As if money buys magic.</p></blockquote><p></p>
[QUOTE="nnms, post: 5921566, member: 83293"] Prepare for a dump of dislikes that are a tangle of logic, illogic and personal preference. ;) If anyone wants to pull one out and use it as a demonstration that I'm being unreasonable, feel free. I concede in advance. This is about what I'm looking to get out of the game and not about the "universal truth" of RPG design (as if there could even be such a thing). Some of these issues are present in other RPGs I play, but to a lesser degree. Two reasons for the double d20 dislike: 1) We play on couches and have enough issues with wayward dice without doubling the rolling of the round ones. So we ended up either having to use something to roll into or rolling one d20 and then rerolling it. Not a huge issue, but still a consideration. We don't play dice pool games for the same reason. 2) We have a couple programmers and math people in our group who don't like the variable nature of the advantage the math gives. 3) No granularity in modifiers. While I'm not a fan of a huge chart of +1 for this and -1 for this, I find they get internalized and applied really easily. The extra dice is just an on/off always the same approach. Like "combat advantage" being always a +2 to hit in 4E regardless of what the fictional circumstances actually are. 4) factors get ignored as you only ever roll two and drop one. Full HP after a night's rest: 1) Constrains our in combat narration of injuries. Given how only going below zero is now a serious injury, we found it boring to narrate maximum damage roll hits as near misses and scratches that will be gone with a single sleep. 3E Heavy/Medium/Light armour 1) Didn't like the "there's an optimal choice for my character and the rest are dumb" approach to it then, don't like it now. 2) In medieval times, people didn't take leather into a fight if they could have their body covered in metal. It also perpetuates the myth that you can't move dexterously in heavier armour, which is all based on things like accounta of fat old man who couldn't get onto his horse without help. Not a huge issue, but a pet peeve of mine. Weird combination of simulation approach and then weird gamey elements 1) Intoxicated making you give damage resistance. Fun, I suppose. But drunk people are more prone to injury, not less (check the studies of hospital emergency room admissions) 2) Surprise. -20 to initiative? Why not just say surprised creatures go last. In case of a tie, figure it out using any tie breaking method you like. 3) Reactions taking your action away. I get it that you don't want to give people double turns, but these rounds are 6 seconds, not one or two. 4) Searching in combat takes your action. Makes stealth very, very powerful in combat. 5) Massive negative HP. I guess I'm a fan of hitting zero and saving or dying each round. I dislike how you can look at taking d6 damage in a round and decide "we don't need to stabilize him yet, he can't die for 2 rounds even if he fails all his saves." 6) Healer's kit. While I like the idea that you need first aid supplies, why is this fine detail in there right alongside just healing all injuries overnight unless you're at 0 or less? Tracking bandages, but then all wounds just disappear? Seems inconsistent. 7) Don't bother dressing your wounds if you're just going to sleep. You need a healer's kit for short rests, but if you take a long rest, don't bother bandaging or cleaning your wounds. They'll just seal up without doing crazy stuff like first aid. 8) You can just sell everything for half it's price! Yes, I know it's a quick solution, but it makes assumptions about the fantasy world and the specific locale that might not be true. As has been pointed out, you can buy 10 foot ladders for 5 cp, break them apart and remove the rungs and sell them as two 10 foot poles for 2 sp total. :-S 9) Armours that historically didn't have wide usage at the same time are all available at once with some crappy justification that D&D worlds are always a mish-mash of different cultures. What if they're not? And if they were, wouldn't the best armours get widespread use and the other fall out of fashion really quickly? 10) Why is chain shirt light? It just hangs on your shoulders and drags you down. But then ringmail, which is often made of metal attached to a leather backing with much better weight distribution is medium? 11) Light shields? Why even bother? The only reason they were even in 4E was to give certain classes of certain roles access to a certain average armour class. 12) Long bows are simple weapons? Someone should have told the Genoese mercenaries to ditch their heavy crossbows because Long bows are so much easier to use. 13) Non-mundane items like alchemists fire, anti-venom, poison and acid in the default equipment list. Again, makes setting assumptions. 14) Ritual components pouch. I detest gold being used to power rituals in a generic manner like this. I have fond memories of 2E where certain rare ingredient finds suddenly opened up a new avenue of magic. Yes, tracking spell components can get tedius fast, but neither do I like spending gold as a substitute. As if money buys magic. [/QUOTE]
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