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<blockquote data-quote="Koren n'Rhys" data-source="post: 7718409" data-attributes="member: 66792"><p>Just chopping a piece out of your much longer post here, obviously, to make a couple of observations:</p><p></p><p>First, you're calling out d20 as a class&level based system which makes it hard to pick an choose abilities that let you build the character you want to play? Now granted, I'm not a d20 guy, but as I see it, the entire d20 SYSTEM, refined from 3.0 to 3.5 to Pathfinder, is designed very specifically to let you do just that. A gazillion races, classes, subclasses, prestige classes and so on that you freely multiclass between to cherry pick abilities. It's the C&L answer to skill-based systems like GURPS. If you are looking back at AD&D 1E or early 2E, then I can more understand your argument here.</p><p></p><p>Second, I'd have to question the need for mechanics that let you be an expert at being a master alchemist/smith/flower decorator, or carpenter/brewer/hair stylist. How often is a player going to be one of those things? I think most games are going to focus on the players taking a more active role in the world. They are the adventurers, shadowrunners, or Rebel operatives of the world. Your NPC expert craftsmen can be that without need of actual game mechanics or levels in anything 99% of the time. Granted, there are sure to be certain games or genres - niche products, I'd expect - that you DO want to be those people. In those cases sure, d20 C&L type systems are a horrible fit.</p><p></p><p>Again, I just think that a vast majority of gamers just need a system that will meet their needs for the most part, and if a d20 (or whatever comfortable, known system) version is available, they'll choose that over a more specialized, different and arguable "better" system more often than not, as [MENTION=98644]Jacob[/MENTION]Marley has with his Star Wars example. For the potential game designer, you have to look at your end goal. Build a game from the ground up that may be "perfect" for your setting, with new and unknown mechanics being a hurdle for many potential buyers, versus hacking a known system to "good enough" to get your ideas across, but will be more accessible to those potential buyers.</p></blockquote><p></p>
[QUOTE="Koren n'Rhys, post: 7718409, member: 66792"] Just chopping a piece out of your much longer post here, obviously, to make a couple of observations: First, you're calling out d20 as a class&level based system which makes it hard to pick an choose abilities that let you build the character you want to play? Now granted, I'm not a d20 guy, but as I see it, the entire d20 SYSTEM, refined from 3.0 to 3.5 to Pathfinder, is designed very specifically to let you do just that. A gazillion races, classes, subclasses, prestige classes and so on that you freely multiclass between to cherry pick abilities. It's the C&L answer to skill-based systems like GURPS. If you are looking back at AD&D 1E or early 2E, then I can more understand your argument here. Second, I'd have to question the need for mechanics that let you be an expert at being a master alchemist/smith/flower decorator, or carpenter/brewer/hair stylist. How often is a player going to be one of those things? I think most games are going to focus on the players taking a more active role in the world. They are the adventurers, shadowrunners, or Rebel operatives of the world. Your NPC expert craftsmen can be that without need of actual game mechanics or levels in anything 99% of the time. Granted, there are sure to be certain games or genres - niche products, I'd expect - that you DO want to be those people. In those cases sure, d20 C&L type systems are a horrible fit. Again, I just think that a vast majority of gamers just need a system that will meet their needs for the most part, and if a d20 (or whatever comfortable, known system) version is available, they'll choose that over a more specialized, different and arguable "better" system more often than not, as [MENTION=98644]Jacob[/MENTION]Marley has with his Star Wars example. For the potential game designer, you have to look at your end goal. Build a game from the ground up that may be "perfect" for your setting, with new and unknown mechanics being a hurdle for many potential buyers, versus hacking a known system to "good enough" to get your ideas across, but will be more accessible to those potential buyers. [/QUOTE]
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