Yora
Legend
This subject comes up sometimes in discussions about the merrits of the Editions of D&D and other RPGs, and I think it would be interesting to hear the thoughts on this by the people here.
What I regard as a big problem of particularly the 3rd Ed. (I'm never really learned 4th) is "If all you have is a hammer, everything looks like a nail".
Particularly 3rd Ed. D&D has a lot of character options and customization is something a lot, if not most players like a lot. However as I see it, it creates a way of thinking and approaching the game, that you need to have a feat, skill, or specific item to "unlock" to ability to perform a certain task. There's the plain ability check of 1d20 + ability modifier that can be used for really any task that has no rule, but in my experience this very rarely shows up.
When players are faced with a problem, the common response appears not to thinking about creating a way of circumventing the obstacle or comming up with a creative solution, but to consult the character sheet if you have a special ability or spell that is made for exactly this situation. I very rarely see people getting out ropes and hammers to find a way to use the environment to their advantage.
Other games have really only the basics covered: Attack, Defense, common skills, fire-and-forget spells. And personally, I like that a lot and it makes me quite happy to hear about the bare bones plus modules approach planned for 5th Edition. I really prefer to wing it a lot. Iron Heroes has the Stunt-system, which lists a lot of options, but it's really mostly "Make a skill check and if you roll well, you get a bonus or your enemy gets a penalty." Charging down stairs? Balance check and you get +2 to attack. Stuff like that that provides small advantages to players who come up with interesting descriptions to their characters action instead of "I attack". Or in the most extreme case RISUS, in which you have only class levels in multiple archetypes that are used to roll for really everything.
Please share your views and oppinions on this.
What I regard as a big problem of particularly the 3rd Ed. (I'm never really learned 4th) is "If all you have is a hammer, everything looks like a nail".
Particularly 3rd Ed. D&D has a lot of character options and customization is something a lot, if not most players like a lot. However as I see it, it creates a way of thinking and approaching the game, that you need to have a feat, skill, or specific item to "unlock" to ability to perform a certain task. There's the plain ability check of 1d20 + ability modifier that can be used for really any task that has no rule, but in my experience this very rarely shows up.
When players are faced with a problem, the common response appears not to thinking about creating a way of circumventing the obstacle or comming up with a creative solution, but to consult the character sheet if you have a special ability or spell that is made for exactly this situation. I very rarely see people getting out ropes and hammers to find a way to use the environment to their advantage.
Other games have really only the basics covered: Attack, Defense, common skills, fire-and-forget spells. And personally, I like that a lot and it makes me quite happy to hear about the bare bones plus modules approach planned for 5th Edition. I really prefer to wing it a lot. Iron Heroes has the Stunt-system, which lists a lot of options, but it's really mostly "Make a skill check and if you roll well, you get a bonus or your enemy gets a penalty." Charging down stairs? Balance check and you get +2 to attack. Stuff like that that provides small advantages to players who come up with interesting descriptions to their characters action instead of "I attack". Or in the most extreme case RISUS, in which you have only class levels in multiple archetypes that are used to roll for really everything.
Please share your views and oppinions on this.