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Is D&D too complicated?
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<blockquote data-quote="barsoomcore" data-source="post: 1580051" data-attributes="member: 812"><p>Word. You know, if you get the basics, you can practically derive all the more complex situations on the fly anyway.</p><p></p><p>Player: "I charge straight at the guy, trying to force him off the cliff!"</p><p>DM: "Um, okay. Lessee, he gets an attack of opportunity as you move into him, okay?"</p><p>Player: "Yeah, that makes sense."</p><p>DM: "And then, what? Opposed Strength checks? Let's do that."</p><p>Player: "Can I get a bonus for charging?"</p><p>DM: "Sure, take the standard +2 charge bonus."</p><p></p><p>I've just invented Bull Rush. If I don't refer to the books and make it up on the spot, I find that most of the time I end up doing pretty much exactly what the book says. This is the joy of a consistent rule set.</p><p></p><p>But for me, "winging it" is rarely about making up rules, anyway, so much as it's about making up stat blocks. And that's no harder now than it ever was.</p><p></p><p>I think you could argue that a simplified character generation system and combat system could ease new player entry. A product that provided those might prove a good seller -- Ryan's statistics on D&D box set sales seems to indicate that's likely.</p><p></p><p>What I would HATE to see is a separate "Basic D&D" product line emerge again. When TSR released Basic D&D I think they really splintered their market. Those of us who'd been playing Advanced ignored all the Basic stuff, and as the Basic line kept expanding it reduced the impetus of Basic players to "migrate" to Advanced. At least that's my impression of what happened. It got very complicated to explain to people that Basic D&D was actually a completely different game that didn't necessarily lead to Advanced D&D...</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1580051, member: 812"] Word. You know, if you get the basics, you can practically derive all the more complex situations on the fly anyway. Player: "I charge straight at the guy, trying to force him off the cliff!" DM: "Um, okay. Lessee, he gets an attack of opportunity as you move into him, okay?" Player: "Yeah, that makes sense." DM: "And then, what? Opposed Strength checks? Let's do that." Player: "Can I get a bonus for charging?" DM: "Sure, take the standard +2 charge bonus." I've just invented Bull Rush. If I don't refer to the books and make it up on the spot, I find that most of the time I end up doing pretty much exactly what the book says. This is the joy of a consistent rule set. But for me, "winging it" is rarely about making up rules, anyway, so much as it's about making up stat blocks. And that's no harder now than it ever was. I think you could argue that a simplified character generation system and combat system could ease new player entry. A product that provided those might prove a good seller -- Ryan's statistics on D&D box set sales seems to indicate that's likely. What I would HATE to see is a separate "Basic D&D" product line emerge again. When TSR released Basic D&D I think they really splintered their market. Those of us who'd been playing Advanced ignored all the Basic stuff, and as the Basic line kept expanding it reduced the impetus of Basic players to "migrate" to Advanced. At least that's my impression of what happened. It got very complicated to explain to people that Basic D&D was actually a completely different game that didn't necessarily lead to Advanced D&D... [/QUOTE]
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