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I'm done with 3.5
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<blockquote data-quote="jdrakeh" data-source="post: 3598699" data-attributes="member: 13892"><p>Actually, I think that this is horribly untrue. IMHO, the only real support that the current edition of D&D gives Game Masters comes in the form of the DMG and pre-published adventures (many of which aren't actually licensed D&D products). Outside of those two resources, I do a <em>lot</em> of work as the GM when I prepare my own adventures and/or campaigns (easily on par with that which systems like HERO or GURPS require). </p><p></p><p>The current system places a <em>huge</em> burden on the GM time-wise, although this may not be readily apparent if you aren't working a nine to five job (I do and it is). The lack of a simplified NPC generation process, the emphasis on balanced encounters without actual 'ground up' math to support it, and the ever-growing collection of exception-based rules and resulting subsystems all make prepping for a D&D game a labor-intensive experience for me. </p><p></p><p>All of that said, I retain my D&D books because it's the one system that I am <em>guaranteed</em> to find players for. I personally would prefer to run GURPS, JAGS, or even HERO as the amount of work that I must put into these systems is comparable to that which D&D 3.5 requires, though all of these cover multiple genres 'out of the box' while D&D only covers. . . well. . . D&D. The payoff for my hard work often seems diminished in that regard. </p><p></p><p>My time consuming day job has very much played a role in my deciding to invest in substantially lighter, less demanding, game systems (e.g., BFRPG) on one front <em>and</em> true multi-genre rule sets (e.g., JAGS) on the other. At <em>worst</em>, both approaches can give me the same kind of actual play experience that D&D 3.5 provides with <em>far</em> less work. At <em>best</em>, both approaches open up doors that D&D doesn't.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3598699, member: 13892"] Actually, I think that this is horribly untrue. IMHO, the only real support that the current edition of D&D gives Game Masters comes in the form of the DMG and pre-published adventures (many of which aren't actually licensed D&D products). Outside of those two resources, I do a [i]lot[/i] of work as the GM when I prepare my own adventures and/or campaigns (easily on par with that which systems like HERO or GURPS require). The current system places a [i]huge[/i] burden on the GM time-wise, although this may not be readily apparent if you aren't working a nine to five job (I do and it is). The lack of a simplified NPC generation process, the emphasis on balanced encounters without actual 'ground up' math to support it, and the ever-growing collection of exception-based rules and resulting subsystems all make prepping for a D&D game a labor-intensive experience for me. All of that said, I retain my D&D books because it's the one system that I am [i]guaranteed[/i] to find players for. I personally would prefer to run GURPS, JAGS, or even HERO as the amount of work that I must put into these systems is comparable to that which D&D 3.5 requires, though all of these cover multiple genres 'out of the box' while D&D only covers. . . well. . . D&D. The payoff for my hard work often seems diminished in that regard. My time consuming day job has very much played a role in my deciding to invest in substantially lighter, less demanding, game systems (e.g., BFRPG) on one front [i]and[/i] true multi-genre rule sets (e.g., JAGS) on the other. At [i]worst[/i], both approaches can give me the same kind of actual play experience that D&D 3.5 provides with [i]far[/i] less work. At [i]best[/i], both approaches open up doors that D&D doesn't. [/QUOTE]
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