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Is D&D too complicated?
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<blockquote data-quote="Desdichado" data-source="post: 1580156" data-attributes="member: 2205"><p>In other words, d20 would become GURPS? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Although that's something I'd like to see as well, in some ways. <em>Mutants & Masterminds</em> does that (essentially) already.</p><p></p><p>Yeah, but it my case, that theoretical ideal really doesn't matter. My players don't know the BAB, AC, HP, or even the die rolls that pertain to my NPCs anyway because a) half the time it's made up on the fly and b) it's all behind the screen anyway. So to me, worrying about whether or not my <em>ad hoc</em> stat blocks are "right" or not seems like a bizarre form of fetishism, at least to a certain extent. No offense to those who have such a fetish. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>And I'm not particularly impressed by RyanD's response, to be perfectly honest with you. It seems to me the strength of D&D (and d20 in general) whether this was intentional or not, is the flexibility in playstyles that it accomodates fairly easily. Since the DMG itself describes many valid playstyles, to come here and say that D&D is really only suited to a combat intensive tractical miniatures dungeoncrawl (paraphrasing a bit) and if you want something else you really should be playing a different game, seems to be counter-intuitive at best, and flat out wrong-headed at worst. Not only would that alienate a big group of players and drive them to other games, but it's extremely unnecessary. Rules like the new skill system (new to 3e anyway) and multiclassing, for example, allow the rules to be used to craft interesting characters that have uses outside of combat and the dungeon. Setting false limitations on what the game engine is capable to doing only serves to set false limitations on who will play it.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 1580156, member: 2205"] In other words, d20 would become GURPS? ;) Although that's something I'd like to see as well, in some ways. [i]Mutants & Masterminds[/i] does that (essentially) already. Yeah, but it my case, that theoretical ideal really doesn't matter. My players don't know the BAB, AC, HP, or even the die rolls that pertain to my NPCs anyway because a) half the time it's made up on the fly and b) it's all behind the screen anyway. So to me, worrying about whether or not my [i]ad hoc[/i] stat blocks are "right" or not seems like a bizarre form of fetishism, at least to a certain extent. No offense to those who have such a fetish. ;) And I'm not particularly impressed by RyanD's response, to be perfectly honest with you. It seems to me the strength of D&D (and d20 in general) whether this was intentional or not, is the flexibility in playstyles that it accomodates fairly easily. Since the DMG itself describes many valid playstyles, to come here and say that D&D is really only suited to a combat intensive tractical miniatures dungeoncrawl (paraphrasing a bit) and if you want something else you really should be playing a different game, seems to be counter-intuitive at best, and flat out wrong-headed at worst. Not only would that alienate a big group of players and drive them to other games, but it's extremely unnecessary. Rules like the new skill system (new to 3e anyway) and multiclassing, for example, allow the rules to be used to craft interesting characters that have uses outside of combat and the dungeon. Setting false limitations on what the game engine is capable to doing only serves to set false limitations on who will play it. [/QUOTE]
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