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<blockquote data-quote="Roadkill101" data-source="post: 2863650" data-attributes="member: 30952"><p>As A player, I have no favorite or preference so long as I'm having fun. But as a GM, no it is not, but once upon a time the answer would've been yes. Flavor wise, medieval fantasy, is my favorite genre. My problem lies with the mechanics of the system and more so the Class/Level architecture.</p><p>A brief exposure to playing a Hero/Champions based point-buy/xp expenditure system, convinced me there were better ways (IMO) to run games. But I didn't like the D6 resolution mechanic (only because the D6 is so commonplace for most games involving the use of dice). And I found the concept of using a fractional value of a point to be more complex than it was worth.</p><p>Exposure to Rolemaster and the ownership of MERP convinced me that using a D%, was simple and expedient resolution mechanic.</p><p>As time went by the more D&D I played the more dis-satisfied I became with the way the game worked. This has nothing to do with 2nd editions broken broken kit and skill implementation, I only used and saw the core books and FR campaign supplements.</p><p>In the late '90's I worked a lot of overtime, six 12 hour days (or nights rather) for months at a time over several years. I had little or no social life during this period, while concurrently beginning a family of my own. My job demands were such that I always had lots of free time but had to be at work to fix something if it broke down. During this period, to feed my passion for gaming and to kill the time at work, I developed my own mechanical system based on point-buy/xp expenditure using a D% to resolve conflicts where dice rolling becomes necessary and role play breaks down.</p></blockquote><p></p>
[QUOTE="Roadkill101, post: 2863650, member: 30952"] As A player, I have no favorite or preference so long as I'm having fun. But as a GM, no it is not, but once upon a time the answer would've been yes. Flavor wise, medieval fantasy, is my favorite genre. My problem lies with the mechanics of the system and more so the Class/Level architecture. A brief exposure to playing a Hero/Champions based point-buy/xp expenditure system, convinced me there were better ways (IMO) to run games. But I didn't like the D6 resolution mechanic (only because the D6 is so commonplace for most games involving the use of dice). And I found the concept of using a fractional value of a point to be more complex than it was worth. Exposure to Rolemaster and the ownership of MERP convinced me that using a D%, was simple and expedient resolution mechanic. As time went by the more D&D I played the more dis-satisfied I became with the way the game worked. This has nothing to do with 2nd editions broken broken kit and skill implementation, I only used and saw the core books and FR campaign supplements. In the late '90's I worked a lot of overtime, six 12 hour days (or nights rather) for months at a time over several years. I had little or no social life during this period, while concurrently beginning a family of my own. My job demands were such that I always had lots of free time but had to be at work to fix something if it broke down. During this period, to feed my passion for gaming and to kill the time at work, I developed my own mechanical system based on point-buy/xp expenditure using a D% to resolve conflicts where dice rolling becomes necessary and role play breaks down. [/QUOTE]
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