I think it's a common mistake to confuse D&D's simplicity and abstraction with its lack of realism or its epic non-grittiness. We can make the game both more realistic and less heroic -- two related, but different, things -- by flattening the Hit Point progression -- all without adding any complexity or detail.Argument 1: D&D is more abstract, and therefore less realistic, than other games, like Harn
Very true. I find it amusing that many people on this board full of fairly mature D&D players won't admit that the game is basically an adolescent power fantasy. It is a game of make-believe where you get to be powerful, you don't have to take any "guff" from anyone, you get to blow up monsters, you get the girl (in her chainmail bikini), etc. That's the core ethos of the game.Argument 2: D&D enables greater power scaling (as in, a character gets a lot more power, to the point where they can shrug off things that would have killed them early-on) than other games, like Harn
Argument 3: Games with greater power scaling are more prone to idiot munchkins who like to talk about what level their character is, how many things he has killed, and how many weapons he has -- which gives a bad name to the system they use, regardless of other people who use it responsibly...
takyris said:
-Tacky
No in my experiences it might not be faster than d6d but not slower in combat, but it is definitely faster than AD&D, but i did use my own variety of combat, the standar basic rules normally and the advanced rules for called shots and criticals.As for GURPS, it's definitely flexible, but I'd debate its speed. I might lose the debate, and there'd be long arguments over certain sections, but I'd argue that a big bad boss fight in GURPS can take longer to work through than a similar fight in D&D, with people on both sides doing the same types of things (ie, attacks, spells, etc). Like I said, I could be wrong, and perhaps I'm just so ingrained in the D&D system that I had my head screwed on wrong, but the GURPS stuff I've done seemed realistic and flexible, but not faster.
Yes, but `hadn`t you to learn these things in a D&D swashbuckler, asian, Martial arts game also?And the flexibility of GURPS modules makes it harder to learn -- swashbuckling rules, martial arts rules, etc. It's fantastic for getting just the right campaign flavor, but it means more stuff to learn. Again, please, correct me if I'm wrong -- I am so very very very very far from an expert.
Yes it is less realistic, if more if even childish depends on you.Does the flat 5% increment of the D20 system make it less realistic, and therefore, more childish?
I won't argue that that's how the game is mostly presented and used, and of course there's nothing wrong with that.mmadsen said:I find it amusing that many people on this board full of fairly mature D&D players won't admit that the game is basically an adolescent power fantasy. It is a game of make-believe where you get to be powerful, you don't have to take any "guff" from anyone, you get to blow up monsters, you get the girl (in her chainmail bikini), etc. That's the core ethos of the game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.