buzz said:
Well, I've heard this argument before, but I've yet to see any proof that it would result in more new players or anything like that. If anything, past precedent shows that splitting D&D into distinct games is a bad thing.
No one's talking about splitting it into seperate games, reread my post and you will see I'm talking about making the base game less complex with optional modular sourcebooks to increase said complexity if you want to. I think the basic game as well as Star Wars SAGA are good examples of what I'm talking about. A set of easily grasped and implemented rules, that don't become bewildering or hard to grasp, yet...you can add to them as you gain a greater comprehension and understanding of them.
buzz said:
All of those are subsystems, and other than the possible exception of psionics, none of them generally appear in published adventure and supplement product. None of them actually add or change anything about the core ruleset, either. Swift and immediate actions are the only rules I can think of that have been essentially adopted as core by WotC's line of supplements.
I was originally talking about just core and you switched to "option" books...now were talking about core again...ok. IMHO the core rules are pretty complex, especially if someone is new and trying to digest and start their own game.
buzz said:
D&D has more published adventure support than any other RPG on the face of the earth. I think one would be hard pressed to point to any other mainstream RPG that has more resources available for people new to the game than D&D does. I also think the DMG and DMG2 do a very good job of explaining the DM's role; IMO, better than any previous edition (thought Red Box Basic was very good in this regard).
This is what I call the "spend more money solution". If you buy this and this and this the game will be easier to run. Which ultimately isn't a very good solution.
It's not about the "DM's role" it's about all the things a DM has to keep track of in a game...all the interacting components that must be accounted for in a combat, especially since most of the time the DM will be running a multitude of characters in an adventure as well as playing referee to his PC's(who probably have less rules knowledge than he/she does.). You have the interaction of feats as a multitude of special casese in combat, AoO, modifiers(through buffs, penalties, etc.), movement, spells, special abilities of monsters, etc.
I'll give you an example of the type of streamlining or simplification I would like to see. In the Weapons of the Gods rpg, the question of modifiers is simplified by the fact that only the greatest(positive & negative) applies. No remembering if stacking does or doesn't apply...no keeping track of different durations for different modifiers, no multiple refiguring. In D&D this would also help since the DM would also have a better gauge of what level buffs, bonuses, etc. his pc's will be most likely to use.
buzz said:
Now, could that advice be better? Sure. The pulp RPG Spirit of the Century, IMO, does a better job of giving the GM the tools they need to run a good game than just about any other RPG in existence right now.
However, does the quality of that advice have anything to do with the mechanical complexity of the game? Not really.
Once again my problem isn't really about DM'ing advice...it's about how the rules set does or doesn't facilitate an "ease of use" structure to implement all that advice in.