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Wow, Rasyr. That's a heaping lot of conspiracy theory you're propogating there.
Joshua Dyal said:1) I've never spent more than an hour tops preparing for monsters and encounters for an adventure that will take me through 4-6 evenings of gameplay. And an hour is a strong outlier -- half an hour or less is more normal. And much of that time is not preparing mechanics either.
2) With decisive players, d20 character creation can take 5 minutes or less for any character you can think of. If I've spent more time on it than that, it's been because I've been sweating non-mechanical things like being wishy-washy on character concept or background.
OK, I admit high level spellcasters are the exception.der_kluge said:I keep seeing comments like this, and all I want is to smoke what you guys are smoking. I made an 18th level cleric for a pick-up game at Gen Con several years ago, and it took me well into the game before I finally decided on what all my spells were going to be that I had memorized.
Rasyr said:Technically, Dancey is not on WotC's payroll as he stopped working for them a number of years ago, however, he continues to espouse propaganda and theories, and suggestions all meant to further his own private agenda of supporting the OGL and/or WotC. (This is born out by watching his actions and reading his statements over the past couple of years).
In regards to Mr. Mearls' opinion about rules-lite games, all I can say about that is that it appears that he is or has been heavily influenced by Dancey. The Prediction blog, in which the quoted Dancey remark was a comment, seems (at least to me) to have been coached, or influenced by Dancey's own opinions on the matter. That prediction almost sounds like Dancey's wishlist of events to happen to the gaming market (as it would of course aid him in his agenda of advancing WotC).
Joshua Dyal said:OK, I admit high level spellcasters are the exception.
But honestly--how many times are you creating high level spellcasters from scratch?
Joshua Dyal said:OK, I admit high level spellcasters are the exception.
But honestly--how many times are you creating high level spellcasters from scratch?
I have to admit--my opinions are based on fairly little experience with high level gameplay in d20. For a variety of reasons--escalating rule complexity only being one of them, and not necessarily the most important--I've avoided it.der_kluge said:ad nauseum. After that campaign, I decided that I never wanted to run a high level 3rd edition game again.
JohnSnow said:For the record, I do not consider Castles & Crusades to be a truly "rules-light" system. I would rate it more on the level of "rules-simple." Like D&D, C&C has a relatively simple resolution mechanic. D&D has, over the years, accumulated a number of "situation-specific" rulings that were, with the publication of 3e, codified into the "official system." The official system has been tested to be "balanced" with all of those add-ons taken into account. I'm not sure the game is necessarily balanced if you start pulling things out, but I don't think you could balance the game for a lot fewer rules and then start adding things in without jeopardizing its "balance" either.
The points Ryan Dancey has been making since he advocated the OGL are primarily basic marketing ones. Now, since roleplaying games are a hobby, they don't necessarily follow the paradigm he's using, but it isn't fair to ignore his point completely. Any complicated system benefits, in the long-term, from what marketing people call "network effects." Basically, the theory runs like this: if everybody's got the same "interface," their experience is more portable. And the more people that use it, the more value it has to people. And the more value it has, the more people use it, and so on.
This means that there's a reduced learning curve in the long run. Rules-light vs. rules-heavy inadvertently treads on these network effect issues. If everyone's playing the same "rules-heavy" game, then the learning curve is drastically reduced if you switch gaming groups. If everyone's playing the same "rules-light" game, but each group has a pool of "house rules," then the network effects only apply to the rules-light aspect of the game. For the record, many games (like C&C) benefit from (and exist because of) the network effects created by Dancey's brainchild - the Open Gaming License.
And the simple fact is that the Core mechanic of the Open Gaming License is the same as the core mechanic of the Original D&D Game. That's why C&C can be published under the OGL and be recognizable as the original game. D&D's true genius (mechanics-wise) was always its combat resolution system. Skills were definitely a secondary consideration. The smart thing Wizards did when they made 3e was to standardize the d20 as THE conflict resolution mechanic for the game. They took the mechanics for combat resolution that made D&D so popular and applied them across the board. C&C actually copied that "univeral mechanic" from 3e (tweaked slightly - the SIEGE engine).
Where the Third Edition designers MAY have been overzealous is in their attempts to balance out EVERYTHING. It can fairly be argued that they could have left some things less defined. IMO, some of the weird "too far" mechanics include the rules for types of bonuses, stacking and so forth. The "character wealth by level" guidelines are another example. The designers took a perceived problem - Monty Haul characters - and decided to address it by stating what level of wealth was "reasonable." The net result was that the ramp-up of character's abilities became officially defined by their treasure. I don't regard any of these things as "core aspects" of third edition. They were more inadvertent side effects of attempts to address areas that caused a headache for some DMs.
I'd like to see that. In my experience, the myth of hours and hours of prep time is just that--a myth. Either that or inefficent use of time.Psion said:Just for fun, let's try it. I'll pull up the SRD, hit reply, pick spells for an 18th level cleric, and see how long it takes me.
i think you are confusing the words fix and neuter.Remathilis said:I think alot of people are forgetting what D&D 3.0 was trying to fix.