Is 3rd edition too "quantitative"

I don't find the variety of factors to be an issue. Mainly because the core mechanic is just so simple.

I've literally had this happen on more than one occasion:

Player: I attack, Power Attack 3, let's see I've got Bull's Strength and that bless, and ...
Me: Roll the die
clatter clatter
Player: 17
Me: You hit

Perfect recordkeeping is not mandatory for a fun game. I do try to stay as close as possible. I'm usually prepared for standard things that player's do, and I keep a little excel cheat sheet at hand with all the normal attack bonuses, saves, common skills, AC, etc for characters at hand. So 80% of the time I know the exactly by the book answer instantly. The other 20% of the time there is about an 80% chance that the die roll will make the modifiers moot. The remaining 4% I make a best guess. If I know they needed a 14 and they got an 12 + some unsual modifiers, I'll tend to give it to them unless I flat out know they only have an extra +1 going.

I find that giving a player a hit when I'm only 50% certain that they did not actually miss by 1 has never once disrupted the flow or joy of the game.

I do agree that this was just as easy to do in other editions. So that aspect is not an edition war thing for me. (Though I would say that making up new rules was AT LEAST as easy in prior editions because the RAW in those editions was so hodge podge anyway that it didn't really matter if you new rule meshed with other stuff or not). Anyway, I find 3X runs circles around the prior editions for my game time fun. But I also enjoy watching baseball while I find basketball boring as paint. To each their own on that.
 

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francisca said:
Not so, at least in my experience. I've never forgotten what was and wasn't there, as I'm still playing core 1E.

We've never had trouble coming up with rulings right on the spot, and then documenting the ones that were repeated. It didn't detract from the game, nor bring the rest of the system down around it, and didn't add alot of extra baggage (such as flipping through the manuals to find skill sysnergies, or arguing about which bonuses apply), at least not with the people I played with.

The only time I had trouble with people and rules was when official rules were added, such as the Dungeoneer and Wilderness Survival guides. That's when the rules lawyers in my group reared their heads, citing "the rules" constantly.

Quoted because my experience mirrors francisca's exactly. It's not the best method for everyone, naturally, as it requires co-operation and a degree of trust between the participants and the referee, but then, the methods in d20 aren't always the best for everyone, either.

(Obviously, you may count me in the camp that feels 3rd edition is too quantitative, at least, for my purposes.)
 

die_kluge said:
But there's a bit of a dichotomy going on here. I see some people talking about customizable rules, etc, but are the really really all that customizable, as opposed to say GURPS? D20 just doesn't work everywhere, I don't think.

I'm unconvinced that GURPS is that customisable.

I mean, in the game I'm currently playing in, I'm playing a cleric, and I asked the DM if there was ever going to be undead in the game. We hadn't fought any or seen any, and we're 3rd level. So, I have this ability to turn undead that I haven't been able to use, and if I was never going to be able to use it, I wanted to have the option of replacing it with something else. But D&D doesn't really let you do it very easily.

Complete Warrior or Complete Divine give you several ways of using your Turn Undead ability for something else than turning undead.

For instance, I have a NPC cleric with the Divine Might feat (use a turn attempt to add Charisma modifier to all damage she does in the round), and a PC cleric with the Divine Spellpower feat (use a turn attempt to increase the caster level of my spells, according to the HD I turn).

Or, you could play a Favoured Soul (CD) which is like a cleric without the Turning ability.

Your DM might be unwilling to customise classes, but that doesn't mean it isn't easy to do. (I think swapping in a Smite ability for Turn Undead would be fair as well...)

I guess what I'm driving at is that some of the classes have *fluff* inherently engrained into them as part of who they are. Clerics turn undead, and druids summon animals for example. So, for me, there is fluff in the system, but it's not the right kind of fluff. A good system should be portable, and world-independent. I should be able to make a balanced cleric in a world devoid of undead, for example. The fluff should add flavor to the rules, not constrain the rules to the world.

This is a class system, not a menu-based system.

Cheers!
 

One of the occassionally frustrating features of 3e are the many, many bonus types.

Although I'm sure that Wizards intended to make the game simpler thereby, they included too many of them.

Luck, Morale, Dodge, Deflection, Armour, Natural Armour, Enhancement, Shield, Divine, etc.

What makes it worse is that some of them actually mean two different things, depending on what use you make of them. Does a +3 heavy shield have a "+5 shield bonus to AC" or a "+2 shield bonus to AC and a +3 enhancement bonus to AC".

They also use inconsistent labelling.

Bless gives a +1 morale bonus to attacks.
Prayer gives a +1 luck bonus to attacks.

Huh?

One of the things I hope 4e does is simplify the morass of modifier types in the game. It is complete madness as it currently stands.

At high levels, however, if you use such magics, it really helps if you just keep a good record of what your modifiers are. It isn't really that difficult, but too many people think they can just keep it in their head. How difficult is it to have a bit of scratch paper where you write your current attack modifier, and adjust it as new spells come into play?

Cheers!
 

die_kluge said:
A good system should be portable, and world-independent. I should be able to make a balanced cleric in a world devoid of undead, for example.

Another voice of dissent here - by that logic, the only good system is a generic one that doesn't even assume what genre of game you are playing. That restriction denies designers of some of the more powerful tools at their disposal.

No system does everything. While flexibility is nice, if we demand too much of it our games become akin to wet noodles. The best is a balance - a certain amount of flexibility inherent in the system, and then a bit of flexibility in the players in accepting what a given system does.
 

I would like to see the multiple bonus types disappear. Just say that anything from a different kind of source stacks. So a piece of armor, a magic item such as a ring or amulet, and a spell could all add to AC. Two spells or two items do not stack. Much simpler, and no constantly looking up a spell to see if its a morale or luck bonus.
 

The other major issue with bonus' are the situational modifiers. For example, the dodge feat bites. I have rarely ever heard someone use it correctly. Most people forget about it in combat because they have other things to do.

Situational mods just add confusion and added record keeping for everyone. Get rid of them.
 

BryonD said:
Interesting how perspectives vary.

I find WotC's rules, because they are just rules, to be more open-ended and thus more inspiring. I found AU to push in a general direction and thus be counter to inspiration. Not anything near absolute, but I'd certainly put AU as less open to inspiration because it has more built in concepts to work around.
You see, AU (for example), takes my inspiration in a certain direction, it focuses it. WotC books, for the most part, don't. That's too much "freedom" for me (in quotation marks because I don't see it as freedom). Give me a direction and I'll go crazy. Tell me, "design a big port city", and I'll go for it. Tell me "design a settlement" and I'll wonder about size, whether or not it's got a port, etc.
Also, I want my game books to be good reads, not things I plow through before relaxing.

And I think I'm quite good at thinking up rules, so where are my fluff books?
 

Henry said:
Now I do have a bit of dissent here, because part of the feat system's strength is for making abilities more versatile; there are at least a half-dozen feats for clerics who want to put their turning undead abilities to good use even in undead-poor environments.

MerricB said:
Complete Warrior or Complete Divine give you several ways of using your Turn Undead ability for something else than turning undead.

Yes, this is true, but they're in non-core books. I shouldn't have to spend $100 to get all the rules I need to play the character I want.

MerricB said:
This is a class system, not a menu-based system.

Well, it's not 100% a class system. I can still customize my class with feats and skills, so there are menu choices available. So, it's kind of like going into a cafeteria and ordering chicken, and potatoes and carrots as a side. When they serve you your plate, you get chicken, potatoes, carrots, and spinach. "I didn't ask for spinach." "Sorry", is the reply, "they come standard with the chicken."

Why? Cleric is a class with divine spells, and hit dice, and a BAB progression, and saves, and specifics regarding weapons and armor available - and all of that defines a cleric. Why go a step further and say "there is this ability here that you have, whether you want it or not." What does that serve? I can't count the number of arcane casters that are indifferent whether they have a familiar or not. Let them choose whether they want to take that ability. If I don't take the familiar, I feel like I'm cheating myself by not taking full advantage of my class, and I'm weaker for it.
 

BryonD said:
WotC points out the merit in adapting and changing materials to fit a given game.
Of course a given standard PClass has fixed prereqs. But if a player decides along the way that their character is evolving into a particular class type, but doesn't meet the prereqs, there is nothing at all wrong in adapting the existing class into a modified version that fits the character concept.

I agree with you there, there is definitely nothing wrong with that.

BryonD said:
WotC is not punishing players by given examples. But a DM may punish players by confining them to those exact examples.

I'm not talking about WoTC so much here. Sure, they put in token statements that you should customize things. I'm talking about the way the rules are generally perceived and the culture that has grown up around them. WoTC may not be at fault, there's no real way to determine one way or another, but I am of the opinion that the way it's written seems to encourage people to be less imaginative and inclusive.

Or so say, in my experience GM's do exactly that. They "punish" players by confining them to those exact rules. They don't want to think about it, and since there are already so many rules they don't feel the need to. Sure, one could argue that this is just what I've seen. But, I'll point out that, in general, a large portion of what I've seen of the game and game culture comes from this board. By which I mean I'm not limiting my opinion to just what I've seen in person, but I'm also including my perceptions of the culture what I've seen of people on EnWorld.

Umbran said:
Like MerricB, I am unconvinced. I see a number of places in the core rules where they discuss changing things. I cannot think of any particular instance of the rules saying "Don't change these, Or Else!". Would you care to produce a quote or two that support your position?

It depends on your definition of "they". Look at the boards and you'll see a number of people who say just that... Let's face it. It's a lawful book. And laws, by definition, resist change. It *could* be a chaotic set of laws, but instead it's a restrictive set of laws. They *could* have modular rules for situation sets, rules that are by their nature meant to be taken in and out, applied where wanted or needed, but it's simply not done here. Instead they list some very firm rules, and give a token nod to the fact that people can change them if they want. Of course people can change them! But, in general for your examples of what they say are firm rules, I suggest you look in the section labeled "feats", or perhaps "skills", or even "equipment". Do you realize that at the moment, a halfling cannot take up a dagger and use it as a shortsword? No indeed, said halfling MUST use a halfling sized shortsword... which is identical in every way to a human's dagger, with the exception that a human, for some reason, can't use it as a dagger... Hrmm.

Oh, and don't forget to look at spells. I mean, if any place could use a modular set of abilities that could be put together in one way or another for a particular effect, it would be spells. But no, instead, this spell does X. And there is NO fifth level fireball spell. Sure, there's a metamagic third level fireball spell, but no rules to really make a fifth level one. I've seen endless debate on that very topic. How powerful is scorching ray compared to fireball. How powerful is that "custom" spell compared to a metamagiced fireball, or metamagiced scorching ray.

Sure they tell you that the rules can be customized. And they can. My point is simply that the rules are not designed FOR customization. They're designed to be LAW. Unchanging, immutable, static. Supportive too, certainly. There's a lot to be said for law. But I feel that this incarnation of the game is overly lawful, and it needs more creativity (chaos) injected into it. A lawful culture by default produces lawful followers. And I also admit that it takes less imagination/intelligence/thought/effort to be lawful.

Umbran said:
Also, like the physician who needs to heal himself, I think perhaps you should take a look at the cultural context. Homebrewing has been part of D&D (and overall RPG) culture for three decades now.

Yes, It has. And any good homebrewer will tell you that these rules are difficult to customize. They're not hard to add onto, there's it's strength. And yes, I notice people attempting to customize the rules all the time. You can ADD a toughness feat. You can even say "the old one was horrible, so we'll just ignore it". And Poof! An instant Improved Toughness feat that gives +1 HP per level instead of +3 HP total. But that's not really changing the rules in my opinion. That's working inside the rules that they gave. And they have given this way to make changes, there is at least that.

Umbran said:
D&D started as a homebrew of miniature battle rules. 2e, 3e, and 3.5e all contain instances where common house rules have been absorbed by the core rules. I don't think the writers felt the need to encourage folks to use their imaginations to change the rules as written, because history has shown that such action is inevitable. It'd be like printing "We suggest you use a spoon" on every pint of Ben & Jerry's Ice Cream.

I agree with you there too. It's not really a part of my point, but you mentioned it so I felt the need to as well. The writers don't, IMO, even really need to say as much as they have. The token nod to the fact that these rules should be changed to add to the games enjoyment by the group is all that's needed.

But that wasn't my point, nor the intended feel of my responses. My thoughts on the subject are that the game, as written, is too lawful. By which I mean too resistant to change, too prone to spawn lawful (read: rigid) cultures of gamers.

Umbran said:
Every single book produced by WotC or 3rd party publishers is, in effect, intended for you to use to change the rules. How then, do you get ot the idea that the game tells you not to change rules?

Because, in general, I disagree. What they've attempted to do IMO (and what they've been pretty successful at doing, as far as I can see), it to create a set of immutable rules. WotC really wants you to only use their books. And WotC attempts to make their rules absolute instead of mutable. If they had indeed wanted a mutable set of rules, it would have been written with ways to interchange parts. As many people have discovered, if you attempt to change out one part of the WotC RAW, you're likely to screw up other parts.

As I said, it's easy to ADD TO the rules that are given. But not really simple to change them. And I personally submit my thought that a system where you can easily ADD law but cannot easily change law is a Law based system, with all that implies. Not a mutable one. Not a changeable one.

Sure, you can (and should! IMO) attempt to add some chaos to such a system. But then, that's my point. And undirected chaos rarely leads anywhere good. That's the path to destruction and dissolution. The system as written is not designed to allow much influx of chaos before it flies apart. Change too many things and it dissolves. So I can understand WHY people in general prefer RAW. It's stable.

So, I suppose, where I get the idea that you're "not allowed" to change the rules is from my perception that the rules aren't written to allow for change, and not from any perception that they've made some rule that it can't be done. More it's that I think they've booby-trapped the game so that if you attempt any significant changes at less than epic levels of game designer, you will fail your fort save. It's just often too painful.

But, all that said... for what it is it's a good game. They are very thourough rules, and I like thorough rules. I simply side, for the above reasons, with the factor that thinks the game is "too quantitavive". Which I've interpreted to mean: Not malliable enough. It's an aweome adamantium system. But, in spite of what the rules may say, adamantium does not easily adjust itself to other players, the wearer must adjust himself to it.
 

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