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Is D&D too complicated?
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<blockquote data-quote="kamosa" data-source="post: 1576688" data-attributes="member: 1037"><p>It isn't that they are too complicated, its that they are on a quixotic quest to be perfect and handle everything and it makes the rules verbose and pedantic. </p><p></p><p>At some level more detail becomes less helpful. When I have to keep track of 8 billion things just to play one monster against one PC, we've crossed the state line on being less helpful. Esentially they've Gurpsfied the rules. </p><p></p><p>One of the problems I always had with GURPS was that they would take simple concepts and make them horribly convoluted. So, in the end, you spend less time playing and more time exercising the rules. It's one of the main reasons D&D succeeded and so many "perfect & percise" roleplaying systems are in the "Take me for free" bin at the FLGS. In D&D you had a streamlined system that could quickly determine combat, quickly create characters and the GM could quickly create the bad guys. Those days have been drug out into the street and shot dead. </p><p></p><p>Now it takes me hours to figure out all the feats, skills, exact stats, etc for every monster (lord knows you can't be caught without knowing the Wisdom bonus for a slug or it will drag the game to a halt the first time someone casts a spell at it). The only saving grace is that the party takes 3 times longer to do anything in 3E, so I have to prep less material per session. As a result the games I've played in have had a much greater percentage chance of being boring as heck. Gee, we spent 3 hours figuring out whether or not the Paladin could actually climb the rope while in plate armor after getting hit by the shadow, what a fun time...</p><p></p><p>HMMMMM, how did I get off on that rant. Anyway, I don't think it's the complication that keeps people out. It's the size of the rules and their ability to always be in the way of having a good time.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1576688, member: 1037"] It isn't that they are too complicated, its that they are on a quixotic quest to be perfect and handle everything and it makes the rules verbose and pedantic. At some level more detail becomes less helpful. When I have to keep track of 8 billion things just to play one monster against one PC, we've crossed the state line on being less helpful. Esentially they've Gurpsfied the rules. One of the problems I always had with GURPS was that they would take simple concepts and make them horribly convoluted. So, in the end, you spend less time playing and more time exercising the rules. It's one of the main reasons D&D succeeded and so many "perfect & percise" roleplaying systems are in the "Take me for free" bin at the FLGS. In D&D you had a streamlined system that could quickly determine combat, quickly create characters and the GM could quickly create the bad guys. Those days have been drug out into the street and shot dead. Now it takes me hours to figure out all the feats, skills, exact stats, etc for every monster (lord knows you can't be caught without knowing the Wisdom bonus for a slug or it will drag the game to a halt the first time someone casts a spell at it). The only saving grace is that the party takes 3 times longer to do anything in 3E, so I have to prep less material per session. As a result the games I've played in have had a much greater percentage chance of being boring as heck. Gee, we spent 3 hours figuring out whether or not the Paladin could actually climb the rope while in plate armor after getting hit by the shadow, what a fun time... HMMMMM, how did I get off on that rant. Anyway, I don't think it's the complication that keeps people out. It's the size of the rules and their ability to always be in the way of having a good time. [/QUOTE]
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